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[Actual Play] D&D 4e: Shadows over Fallcrest

Started by jgants, January 24, 2009, 12:57:47 PM

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jgants

Session 15 - Session Notes

Well, this was another long one.  We played pretty much until midnight again (well, except for the Leigh player who left at 10 and had her PC played in the final battle by the Sa-ika player again, like last time).  I'll take it as a good sign that people are enjoying themselves.

Like last session, not much but combat this time around (with the barely worth mentioning exception of the obvious statue "puzzle").  The battles, though, were a bit different.  

The random encounter zombie attack barely caused anyone to break a sweat, giving them the impression they really have been gaining in power.  The killer vines were an interesting change of pace.  And the blazing skeletons gave them a new type of undead to be afraid of.

Also, this was yet another session where they escaped death multiple times.  While there was never the threat of a TPK, several PCs were in grave danger (pun intended).

Once again, I'll just mention that the cemetery comes from the Expeditious s Retreat Press module, "The Barrow Grounds".  Though the killer vine plaza was all my idea (ironically, the next day there was some movie about killer vines I watched partway on HBO).


Not that I have no laments about the campaign so far.  The two big ones would be:
* First, 4e is still way too complex.  I still have to re-explain healing surges vs. second wind every damn session because the rules are frankly rather clumsy and nonsensical.  And having so many powers, and different types of powers, tends to become a bit of a mess.  It's a fun game, but I'd be having even more fun if hps would have been reduced, the number (and types) of powers reduced, and the whole healing thing completely reworked.

* Second, I (and a few others) miss the more nuanced Rifts campaign and the more role-playing opportunities it had.  A small part of it may be rules (combats do take up too much time).  A bigger part is just that one or two players disliked the more gray morality and inter-party conflict that Rifts had so the vanilla "everybody's good and has to get along" thing just tends to be duller.  I think it will help once were done with the cemetery "dungeon" though.
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.

jgants

#106
Session 16 - Cast of Characters

* Krolec Jar'Bin - Elven Ranger
* Merend - Dwarf Cleric
* Sa-ika - Genasi Swordmage
* Rhogar - Dragonborn Paladin
* Leigh - Eladrin Wizard
* Al - Human Wizard
* Mitka Karamazov - Halfling Rogue
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.

jgants

#107
Session 16 - Scene 1 (of 8)

The chirping of songbirds awakes the group to another morning in the cold, damp caretaker’s building in the Tombwoods cemetery.  Krolec and Merend begin making plans for the day.  Silas and Scrag are assigned rear guard duty for the day, and head out to patrol the immediate area.  Zena, meanwhile, has still yet to return from her simple errand of dropping off the sketch to Honoria Mellnor; causing everyone to begin to wonder what’s happened to her.

Krolec tells the others about the plan he and Merend have been thinking of doing, asking for input about whether to go to the closest barrow, which is somewhat closer to the more dangerous cemetery center, or to the nearest barrow that lies on the outer edge.  The rest of the group is generally in agreement with him and Merend, to the degree that they care about strategy, and the group heads out for the day.

But as soon as they exit the building, Merend spots a large raven sitting on a nearby tombstone, looking at them.  On one of the bird’s legs is a scroll, tied to the leg with red ribbon.  Merend alerts the others.

Al, not wanting to waste time with discussions, decides to head over to the raven before anyone can object.  He detects no magic on the bird or scroll, but does see the scroll is sealed with a red wax seal.  The emblem appears to combine a “V” with the symbol of a raven and the royal crest of Fallcrest.   Al tries talking to the bird, but gets no response.

Al calls for Leigh to come over and help him examine it.  Krolec moves in for a closer look as well, fairly certain the raven image has something to do with a follower of the Raven Queen, the goddess of death.

Leigh recognizes the emblem as that of Lord Varys, a former abbot of the Raven Queen and one of the noble advisors to Lord Markelhay.  Merend has heard about Varys on the streets, where he is known as the “Master of Whispers”.  Varys apparently employs a large network of spies and always knows what’s going on.

Al reads the scroll aloud to the others.  It is addressed “to the group in the cemetery” and explains the sender has vital information about the location of the missing Zena.  It goes on explain there are threats forming against the group they are not yet aware of.  The sender wants a meeting at an old, abandoned aviary on the outskirts of town to discuss the situation, mentioning that the meeting needs to be clandestine, so they should only send a small contingent of two to three group members.  Finally, the note explains the sender expects the group to skeptical, but that not showing up will prove more dangerous to them.  The sender goes on to swear an oath to the Raven Queen that they risk no harm from him at the meeting.  It is signed, “V”.

Naturally, the group’s cynical nature is skeptical about the note, but they generally agree they probably need to attend the meeting.  Krolec, as group leader, will lead the small delegation.  He brings along Al for magical knowledge, and Sa-ika for muscle (despite Rhogar volunteering first).  While they are gone, Merend plans to lead a quick patrol over all the areas they’ve already cleared to eliminate any new threats wandering into the area.
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.

jgants

Session 16 - Scene 2 (of 8)

Krolec leads the group cautiously through town, making sure to change directions more than once and keep an eye out for anyone following them.  He spots no one, and eventually exits the city at Wizard's Gate.  A short time later, and they spot the old aviary.  It appears to be an old stone tower, obviously in disrepair, though it still has a wooden door.

Despite the note informing them that the sender would be on the roof, Al decides to just knock on the door.  Krolec, once again wishing Al would wait before acting, then checks the door for traps before opening it.

Inside is an old wooden staircase leading up to the roof area.  Krolec checks over the stairway carefully before heading up to make sure it is structurally sound.  Sure enough, he spots a dry rotted step three quarters of the way up.  If he hadn't spotted in, someone could have easily fallen through.

They ascend the circular stairway up the tower to the roof, taking care not to tread on the bad step.  At the top, they spot a series of bird pens containing ravens.  A portly man wearing black robes appears to be feeding them.  With his back to them, he appears to be a balding, older man.

The man slowly turns around, asking who is there.  He is clearly blind.  Krolec announces his presence and the man greets them.   He introduces himself as Varys, and Al nods to Krolec to quietly confirm that the man does indeed look like Lord Varys as far as he can remember.

Varys then begins to explain to them why he called for the meeting, making a pun about their group "ruffling some local feathers."  He explains that he is assisting them because his goddess, the Raven Queen, sees the restoring of the cemetery and elimination of the undead to be "cleansing" the area.  Others, apparently, are less appreciative of the stories they've heard about the group's recent exploits.

According to Varys, two factions are beginning to form among the local lords.  One group, headed by Lord Markelhay, sees the group as heroes eliminating threats to the realm.  He is joined by Lord Montigue and Lord Barret.

Others, apparently, required more convincing, as Varys explains lords Nimz and Hepplewhite had to be "appeased" through grants of lands.  Lord Nimz has already been given claim to the ruins of Raven's Roost (that the group previously cleared of bandits), and beginning to form plans of rebuilding the ruins into a proper castle.  Lord Hepplewhite has been given grant to Kobold Hall, and plans to move in once the group clears that area out.

There are, however, a coalition of four lords who oppose the group and cannot be bought off.  The first, explains Varys, is Lord Pembridge, who Varys describes as a stuffy and conceited lord who believes only in those of noble blood attaining positions of power.  He sees the group as a rogue force outside the law, and believes they need to be brought under the control of the nobles.  Naturally, he has already decided his second son, Eric, would be best for the task.

Their next political enemy is Lord Ruddiger, described by Varys as a blustering man who is a human purist.  He takes offense to the group's large composition of non-humans, and the inclusion of Scrag the half-orc in particular.  Ruddiger believes in human supremacy, and that all non-humans are part of a conspiracy to kill humans and must therefore be subjugated.

The third member of the coalition is Lord Groddic, a noted war hawk yet described as Varys as a cowardly man who always screams for blood as long as none of his resources are at risk.  He fears the group getting too powerful to control.  

Varys also notes that Groddic's chief advisor is a man named Salazar, said to be a powerful shi'ar (a type of genie sorcerer) from the lands of the Sind Desert.  Varys points out to Al that Salazar is an old enemy of his father's.  His knowledge of Al's parentage surprises Krolec, but Al responds positively, wondering if they should try and ally with him, as Al figures "the enemy of my enemy is my friend."  Krolec cautions that it doesn't always work out that way, and Varys notes that Salazer was rumored to be a vizier for an evil kingdom of Yuan-ti in the desert.

The final member of the coalition is Lord Reiner.  Varys explains that Reiner was only made a lord by marriage, and his wife subsequently died only a couple of years after in a mysterious accident.  Varys believes Reiner is the most dangerous of the four, and has his eyes on Markelhay's crown.

Throughout the discussion, Sa-ika has been watching Varys carefully for any signs of deception, but concludes he is telling the truth.  With the background information established, Varys goes on to explain what this has to do with Zena.  He explains that Zena has been kidnapped by men working for one of the lords, probably to extract some information.  Varys says he knows which lord, but announces that the group should be able to figure it out themselves easily enough.

Al and Krolec don't follow his meaning, putting out random guesses.  But Sa-ika has it worked out; logically, it would have to be Lord Reiner: Groddic is too much of a coward to risk it, Pembridge wouldn't break the law by kidnapping, and Ruddinger would have picked one of the non-humans to capture.  Varys congratulates her on her excellent deduction skills.

Varys goes on to say he believes he knows where Zena is being kept.  Reiner's cousin, Theodore, has an old cottage out in the woods near King's Road that he and some men go to at least once a month.  The remote location would be perfect for keeping someone locked up.

Finally, Varys cautions restraint.  Although Reiner is behind the kidnapping, he will have made sure they can't trace it back directly to him.  Trying to confront him directly could be disastrous for them on a political level – they will have to play a polite game of cloak and dagger politics until the time is right to really go after him.  Krolec agrees, though knows he and the others will find it difficult.

Krolec tries to get more assistance from Varys, such as healing potions.  But Varys responds that the Raven Queen believes death should come to all in natural time.  Thus, the idea of healing potions is anathema to their beliefs.  And with that, he takes his leave of them, disappearing around the corner of one of the roof's inner walls.

Heading back into town, Krolec decides to go shopping for some supplies for their trip out to the cottage while Sa-ika wants to go to the shrine of Kord and commune with her god.  Al is to head back and catch up to the others, and let them know what is going on.
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.

jgants

Session 16 - Scene 3 (of 8)

Meanwhile, back in the cemetery, Merend arranges his patrol of the grounds, with Rhogar in the lead.  It doesn't take long before Rhogar's inattentiveness causes problems.  Before they realize it, a pack of gravehounds attacks.

Mitka responds quickly by firing off a shot with his crossbow, hitting one of the gravehounds with a shot that should dishearten it a little.  Rhogar, meanwhile, elects to try and scare off the gravehounds with a fearsome growl of his own.

The plan somewhat works, as one of the gravehounds hesitates long enough to let Rhogar avoid its bite.  The other three, however, quickly surround him, knock him to the ground, and begin biting.  Merned quickly says a healing word of prayer for Rhogar.

Leigh can't resist the temptation of being able to attack all the gravehounds at once, despite putting Rhogar at risk as well.  She fires off a shock sphere, and does indeed hit all the gravehounds, but blasting Rhogar as well.  

Mitka hits one of the dogs again with his crossbow as Rhogar stands up and strikes back at a gravehound with his enfeebling strike.  He follows up with his poisonous dragon breath, hitting only one of the hounds.

Rhogar's triumph is very short lived, as two of the undead dogs knock him to the ground again, and tear into him.  The deadly wounds quickly cause him to lose consciousness.

Merend, concerned for Rhogar's safety, says another healing word of prayer, followed by casting his beacon of hope spell.  Leigh opts to assist in a different way, blasting at one of the hounds with her magic missile.

Mitka decides to move up and attack with his sword, hoping Rhogar will recover long enough to allow him to flank.  He misses.

Rhogar stands up again, striking out at one of the hounds.  His blade slices through the dog's brain, killing it instantly.  However, once again this fleeting moment of victory is marred by a follow-up attack from the other dogs, causing Rhogar to fall back down, unconscious again.

Merend uses his healer's mercy prayer to allow Rhogar to recover.  Leigh fires off another magic missile, hitting a dog again.  Mitka also maneuvers into possible flanking position again, this time hitting with a torturous strike.

Rhogar summons his strength to stand again, once again striking down a dog with his invigorating strike.  As the dog dies, it lashes out as him with a bite, missing.  The remaining two dogs, however, do not miss, tearing into Rhogar and causing him to fall back unconscious for a third time.

Merend, rapidly running out of healing spells, uses his cure light wounds spell to recover Rhogar.  Leigh blasts away with her magic missile again, but still doesn't down any of the dogs.  Neither does Mitka with his disheartening strike hit.

Rhogar stands up again.  He takes a minute to get a second wind, then lashes out with an enfeebling strike that hits one of the zombies, killing it.  This time, the zombie's final bite hits him, as does the bite of the one remaining gravehound.  He falls to the ground, unconscious yet again.

Merend moves up to next to Rhogar, and pours his healing potion down Rhogar's throat to revive him.  Leigh keeps the gravehound off of them by blasting it with a magic missile while Mitka moves in and hits it with his handspring assault.

Rhogar, exteremely weakened by this point, stands up and lays hands on himself to try and recover.  The recovery is short-lived, as the gravehound knocks him back to the ground with another bite.  Out of healing options, Merend steps back and blasts the gravehound with his flame strike.  Leigh finishes it off with a magic missile through the brain.
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.

jgants

Session 16 - Scene 4 (of 8)

With the battle over and Rhogar stabilized, Merend begins leading the group back to safety when they run into Al.  Al immediately notices Rhogar's condition, and Merend explains some gravehounds used him as a chew toy.

Al goes on to explain about the meeting and the rescue mission for Zena.  Merend knows Rhogar will need time to recover, so they all head back into town where they can rest at home for the night.  On the way, Merend wonders about trying to form complex plans to manipulate their new political enemies or draw away the forces from the cottage, but Al and Sa-ika disagree.  Al is adamant that Zena needs rescuing right away, as she could be being tortured as they speak.

After Rhogar is dropped off and everyone goes their separate ways, Mitka decides to wander around town and see if he can pick up any information.  He learns a little more about Lord Nimz's plans to raise an army at Raven's Roost, some anti-non-human fliers that Ruddiger's men have been putting out to rile up racial tensions, and finally learns that the Fusille family was an old noble family that is entombed somewhere in the very cemetery he has been investigating.  He excited to learn that he may yet find Pace's hidden treasure trove.

Merend, meanwhile, heads back to the temple to see Grundelmar.  Grundelmar isn't happy about Nimz getting Raven's Roost after all the work he did to get the group to clear it out.  He is not, however, able to really give any more advice nor does he have any more healing potions to give them.

Merend then goes to see Honoria Mellnor, hoping that she may still have their gold.  She, however, explains that she already received the sketch and paid Zena a couple of days ago.  Resigned that the group will have to make do with what they have, having already tapped out all their favors in town, he heads back home.
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.

jgants

Session 16 - Scene 5 (of 8)

The next morning, Merend prepares to move everyone out.  Krolec is still waiting on something in the market, and plans to catch up with them later.  Merend decides to move everyone out of town in pairs, trying not to attract attention.

Many hours later, the group finally gets to the woods after an uneventful journey along King's Road.  Sa-ika takes the point, leading them into the forest.  They later discover she may not be the best person at point when they realize they've been walking in a circle for an hour.  Eventually, they do spot the cottage off in the distance as the sky turns to twilight.

Al advises moving in from the west to take advantage of the twilight.  Everyone decides to sneak in quietly, but Merend ruins a nearly perfect prowling effort by stepping on one too many twigs.  Luckily, however, no one seems to notice.

Merend begins trying to form a plan.  He has the group stand over by the outhouse, hoping to grab one of the guards when he goes to evacuate.  An hour and a half later, in the darkness, Merend realizes that perhaps no one has to go to the bathroom at the moment.  Al advises just rushing the door, but Merend wants to make sure they have the right house first.

Merend decides to try and get a better view of inside the house.  He spots two windows on the side of the cottage.  And over the next half hour, sees about three different men moving around in the house; one of them as he empties a chamber pot out the window.

The next move is to have Mitka move up and investigate.  He quietly sneaks up to the window closest to the door, but his short height doesn't give him a great view.  He does spot what appears to be three men playing cards at a table in some kind of front parlor.

Mitka then moves around to the back.  Once again, he has difficulty spotting much.  He is able to ascertain that the room is a kitchen, just as someone empties some chicken guts out the window, covering him.

Undeterred, Mitka sneaks around to the back of the cottage, but finds no doors or windows; only an owl perched up in a nearby tree.

Mitka heads back to the others just as Krolec catches up with them.  Krolec immediately notices the vile smell of Mitka covered in chicken entrails.  Merend apprises Krolec of the situation, while Al repeats his advice of just storming the building and catching everyone off guard.

Krolec and Mitka, however, have something more subtle in mind.  They decide to try and smoke the guards out by having the wizards use their magic to drop a pile of leaves down the chimney then covering it up with something.  Rhogar, desperate to help after his near death against the grave hounds, offers up his bedroll as a plug for the chimney.

Everyone moves into position, and the wizards begin using their mage hand spells.  Merend is somewhat surprised to find their plan actually works – the house immediately fills with smoke and the men inside rush to the doors and windows for fresh air.  They appear to be dressed as mercenaries, wearing armor and weapons.

While others hold back to see if they can get the men to surrender, Mitka acts rashly, firing a crossbolt bolt at one of the men in the doorway.  The man cries in pain as the other man next to him wants to know what is going on.  

Al tries to follow up with a phantom bolt, but misses.  Merend, hoping the opportunity is not lost, yells for the men to surrender.  They appear confused that they are under attack, and hesitate.  

Sa-ika readies herself to respond, but waits to see if the men will indeed surrender.  Rhogar lets out a fearsome yell, commanding the men to stand down.

The men in the door step back to let another man through, who appears to be their lieutenant.  He wants to know what is going on, and explains that they didn't sign up for a fight.  They are supposed to be strictly guard duty.

Krolec asks if they have anyone captive.  The man responds that they do, but that the group won't want to go down there.  The lieutenant tells them his employer is down in the basement, and they can go work things out with him if they want.  

The tension increases as the lieutenant slowly moves his men out of the cottage and leave.  Krolec decides to let them go; a decision that Al is not too happy about.  Mitka and Sa-ika are both a little suspicious of the lieutenant's words.
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.

jgants

Session 16 - Scene 6 (of 8)

Frustrated, Al thrusts his way into the cottage without waiting for the others.  The front room appears to be the parlor with a table.  Back in one corner is a stairway leading up to the upper half level.  Al moves on into the back room, which is the kitchen.  Back in its corner, directly opposite of the stairway leading up, is what apparently the door is leading to the basement.  It's secured with chains.

As the others move in, Mitka cautions that more than just Zena is being held in the basement.  He's certain there is something wrong with the employer mentioned by the mercenaries.

Krolec goes up and listens at the door.  He can hear an injured female moaning in pain.  He also picks up the sounds and smells of some kind of animal which he determines to be some kind of canine.

Before tackling the basement, the group makes sure to check the upstairs bedroom first.  There they find little except for bedding material and fifty gold coins.

Heading back in the kitchen, Mitka picks the lock on the chains and steps back.  Sa-ika stands in guard at the front while Rhogar stands rear guard back at the front door of the cottage.  Krolec quickly moves to open the door.  It opens to a set of stairs leading down to the dark basement.
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.

jgants

Session 16 - Scene 7 (of 8)

Before anyone can act, a large, brown, furry mass bursts up the stairs and attacks at Sa-ika, narrowly missing her neck with its jaws.  Mitka suddenly realizes why the cousin came out here once a month – he's a werewolf!

Mitka tries to help out with a disheartening shot from his trusty crossbow, but misses.  Sa-ika has better luck with her swordburst attack, as does Merend with a lance of faith blast.

Rhogar, hearing the commotion, begins making his way towards the kitchen.

Krolec tries to use a shadow wasp strike with his bow, but even his famed elven accuracy fails him as both shots miss their mark.  Leigh, however, hits with her magic missile, as does Al's blast of rolling thunder.

The werewolf strikes out again, biting deep into Sa-ika's shoulder.  She can feel the blood flowing and the infection of disease beginning to take root.  She wonders if she will become a werewolf now, and whether or not that would be a bad thing.

Mitka fires off another shot, hitting a disheartening strike with his crossbow.  

Rhogar pushes his way through and gets up to the werewolf, missing it with his shielding smite.  Sa-oka also fails to hit with her swordburst, as does Krolec with another couple of shots from his bow and Al with a force orb spell.

Merend, however, blasts the werewolf full force with his daunting light attack, and Leigh follows it up by blasting the werewolf with her magic missile.

The werewolf turns and lands a vicious bite on Rhogar.  He, too, is now bleeding and possibly diseased.

Mitka decides to move up into melee position.  Using Rhogar as an adaptable flanker, he strikes out with his handspring assault, but misses.  He follows it up with a nasty backswing, scoring a powerful hit.

Sensing the momentum of the fight moving their way, Rhogar hits the werewolf with an invigorating smite, then follows it up with a blast of poison gas.

Sa-ika tries to step back and pull the werewolf into a better position with her lightning lure, but fails.  

Merend, wanting to avoid any catastrophic injuries this battle, says healing prayers for both Sa-ika and Rhogar.

Krolec then sends out an evasive strike with his bow, hitting the werewolf in the heart.  It falls backwards down the stairs, presumably dead.
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.

jgants

Session 16 - Scene 8 (of 8)

No one is in a big hurry to confirm the death.  Leigh illuminates a nearby plate and tosses it down the stairs.  Rhogar cautiously sticks his head in to get a look, and sees the naked, dead body of a human lying halfway down the stairs.

Mikta heads down the stairs and finds Zena chained up in a corner.  She is not conscious, and has been worked over pretty bad.  She will need time to convalesce.  He makes sure to check her for bite marks before unlocking her and getting the others to help her up the stairs.

Krolec then explains to the others what he knows about werewolves.  The condition is hereditary, not transferred by bite despite the legends.  Sa-ika is almost disappointed, as she was curious what being a werewolf would be like.  A werewolf's bite can, however, impart a different disease, but Sa-ika and Rhogar both appear as if they will recover just fine.  

They also realize this could mean Lord Reiner is a werewolf, though it's hard to say from just one cousin being afflicted.  The group deduces that Theodore was unable to control himself as a werewolf, and thus was forced to be locked up here once a month under guard.

Krolec wants to make sure they remove all evidence they were here.  He collects his arrows, and they make sure to burn down the cottage with the body inside.  

Al doesn't see the point in bothering, as Lord Reiner will likely deduce what happened from talking to the mercenaries.  But Krolec reminds him they need to be political and bide their time for now.  They will have to pretend they didn't kill Theodore just like Reiner will pretend he didn't have Zena kidnapped.  The game of politics can prove more difficult and dangerous than any straight-up fight.
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.

jgants

Session 16 - Session Notes

My goal for this session was primarily a change of pace.  I don't think anyone wanted another session in a row of just fighting in the graveyard.

So, as a way to mix things up and re-introduce some story back into the game, I added the encounter with Varys and the side quest to rescue Zena (who, coincidentally, had not been at a session in a while because the player has been absent).

I think it went off pretty well - adding a little character interaction and puzzle solving to the mix.  I even let their plan to get the guards out of the hourse go off without any issues.

The political plotline is meant to add another dimension to the game.  Give some opportunities for problem-solving, intrigue, and the like.  I pretty much flat-out told the players that directly confronting their political enemies would be problematic because I know that would be their first instinct and it won't work in this case.  I'm curious to see what they'll do instead (assuming they can control themselves).

And of course, there's still a fair bit of cemetery left to explore and the big climax I have planned there.
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.

jgants

Session 17 - Cast of Characters

Krolec Jar'bin - Elven Ranger
Merend - Dwarf Pries
Leigh - Eladrin Wizard
Zena - Human Fighter
Sa-ika - Genasi Swordmage
Mitka - Halfling Rogue
Rhogar - Dragonborn Paladin
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.

jgants

Session 17 - Scene 1 (of 6)

A couple of days pass as the group cautiously sneaks back into town two at a time, and wait for Zena to heal up.  Hoping to get more information about what happened, the group is discouraged to learn that Zena has no real memory of what happened between the time she was jumped in an alley after visiting Honoria Mellnor, to the time she was found in the basement of Theodore Reiner.  Zena secretly worries that she may have been violated by Theodore whilst unconscious, but says nothing to the others.

In time, the group decides to head back into the Tombwoods and finish their mission.  It is a good location to lie low, and could even possibly serve as an alibi later against their clandestine mission at the Reiner cottage.  However, Al is unable to join them, as he has managed to come down with a respiratory infection during Zena's convalescence (briefly raising the specter of a new owlbear flu outbreak, but it is quickly dismissed).  

As the group heads in to the cemetery, they fail to spot Silas and Scrag.  The two must still be out on some kind of scouting mission.  The first few hours are spent clearing out a series of empty areas – a mausoleum, a small barrow, and a plaza.  

At around midday, they come to another building that superficially resembles another mausoleum.  However, as Krolec and Mitka carefully check it over, Mitka spots some religious symbols.  Merend isn't quite sure what it means, but Leigh is able to deduce that the building is actually some kind of guardian monastery of the cemetery, for worshippers of the Raven Queen.

Wondering if it is still in use, and why Varys didn't mention it at their previous meeting, Krolec decides to go up to the doors and knock.  He receives no answer.  Carefully opening the door, he notices that it is lit up in side by lanterns attached to the wall that use some kind of magic tea lights.

The door opens to a long hallway with passages to either side.  At the end of the hallway is a small crowd of figures wearing half-rotten, moldy monk robes standing below a dais.  On top of the dais is another figure wearing fine red robes standing at an altar.  No features of the figures can be seen.

Mitka decides to yell out a greeting to the figures.  As they turn around to face the group, Krolec spots their hands and arms – their skin appears to be rotten.  He also notices they move a bit awkwardly.  Krolec relates the information to the others.

Krolec wonders if they are zombies or some kind of leper colony.  Mitka, however, doesn't hesitate.  He immediately fires a crossbow bolt into the nearest monk.  Leigh follows up with a shock sphere that manages to hit all eight of them.

Sa-ika advances up to Krolec.  She attempts to pull one of the monks to her using her lightning lure power, but fails.

Zena advances up to the entrance of the temple.  Merend also moves up to get into position next to Rhogar, then blasts one of the monks with his daunting light power.

Krolec hesitates a moment, still not sure if the monks are enemies or not.  Ultimately, he decides it is too late for anything but battle anyways, and fires twice, hitting one of the monks with one of his shots.  Rhogar also decides to attack from range, using a crossbow he borrowed from Sa-ika.  But his shot fails to find its mark.

The monks advance towards the group.  As they get close enough to see, the group can make out that they are indeed zombies.  The group is surprised, however, to discover that these zombies can move relatively quickly.  Two of them rush up and attack Sa-ika with kung fu style kicks, knocking her back to the ground several feet away.  The group collectively gasps.

Undeterred, Mitka fires again with his crossbow, hitting one of the zombies.  Since they are still tightly packed in the hallway, Leigh lets loose with another area effect spell, this time using a scorching burst to blast all but one of them.

Merend and Krolec also decide to use their ranged attacks.  Merend scores a hit with his flame strike while Krolec fires off two more arrows, one of them striking home and killing one of the zombies.

Sa-ika, meanwhile, takes a moment to pull herself up off the ground, then tries her lightning lure again; still failing to grab a hold of one of the zombie monks.

With no good position to move to and no ability to fight at range, Zena decides to hold back and guard the rear for the moment.  Rhogar, also thinking defensively, calls forth a sacred circle to protect the group.

More of the zombie monks move into position.  They attempt to slam Sa-ika and Zena with more kicks, but miss.  However, Rhogar receives a powerful kick to his groin that lifts him off the ground and landing him at Mitka's feet.  Using the prone Rhogar as cover, Mitka fires off a crossbow bolt in response, hitting one of the zombies in the brain, killing it instantly.

Leigh lets loose another scorching burst, hitting all of the remaining zombies again.  Merend assists with another flame strike of his own.

At the sides of the zombie pack, Sa-ika hits away with a swordburst while Zena maneuvers and strikes with her harrier's ploy.

In the back, Krolec fires off another two shots at the center zombie, hitting it once.  Rhogar tries to help out as he stands and fires with his crossbow, but fails to hit.

The zombie monks are full of more surprises for the group, as they grab Sa-ika, Zena, and Krolec and perform martial art flips on them, slamming them all to the ground.  Krolec uses his ranger's quickness to roll away to safety to avoid being kicked by another of the zombies.  Merend and Rhogar also manage to dodge kick attacks against them.

Mitka decides to move to a safer position off to the side, fearful that Rhogar falling on him (should the zombies kick him again) would prove fatal.  He fires off another crossbow shot, hitting one of the zombies.

Leigh also moves to a safer position further away from the zombie approaching her, and fires off a magic missile, killing one of the undead.

Then, in an impressive display of power and skill, Sa-ika picks herself up and lets loose a series of two swordbursts, killing three of the zombies at once.

Zena also pulls herself off the ground, then strikes hard into the zombie in the red robes.  Merend follows up with a blast of flame against it.  Finally, Krolec finishes off the red robed zombie with his shadow wasp strike maneuver while Rhogar kills the remaining zombie with his shielding smite.
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.

jgants

Session 17 - Scene 2 (of 6)

With all of the zombie monks destroyed, Merend starts looking through the bodies while Krolec checks the side passages of the temple to ensure there are no more dangers.

Merend finds little on the zombies except for the fine red robes, which Sa-ika and Leigh confirm are magical bloodthread armor.  Merend drags the bodies into the center of the hallway and begins burning them, with he and Rhogar saying prayers over the departed.

Krolec, meanwhile, discovers no traps or any other dangers in the area.  The passageway to the right appears to be an old bedding area where the monks used to sleep, while the passageway to the left contains nothing but remnants of old desks and calligraphy scrolls.  Merend helps confirm that the scrolls are not magical in nature, merely former works of scholarship now lost to the ravages of time.

The altar area itself, however, does hold a copper offering plate with around thirty pieces of gold.  Merend wants to leave it completely alone, though Krolec is in favor of examining it and possibly returning it to the Raven Queen's current followers.

Their disagreement, however, is quickly overshadowed as they find themselves allied against Sa-ika, who sees nothing wrong in taking the gold.  Zena proceeds to join with Merend's argument to leave it alone, while Leigh and Mitka ally themselves with Sa-ika.  Only Rhogar remains silently neutral in the affair, torn by his religious piety and allegiance with Merend on one hand, and his past history with Sa-ika and pragmatic need of the money on the other.

Merend even tries praying for divine guidance, but receives none.  Krolec eventually elects to leave the gold alone for now, and lead everyone back to the guardian chamber for the evening.  However, the fight quickly re-erupts when he overhears Sa-ika advising Mitka that if he were to sneak back at night and take the gold, she would back his decision.

After several hours of deliberations, Krolec finally decides the group will take the gold, but offer it to the monks of the Raven Queen first.  Leigh offers to do the same with the bloodthread robes, even though Krolec already decided she could keep them.  One of the biggest points of disagreement in the group, it seems, is that Leigh and Sa-ika disagree with Krolec, Zena, and Merend that taking something from the altar is somehow morally different than taking something anywhere else in the cemetery.  

Mitka, meanwhile, just wants the gold and could care less about the moral/philosophical arguments.  He makes sure to be the one to take the gold off of the offering plate before anyone can change their minds.
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.

jgants

Session 17 - Scene 3 (of 6)

Rather than spend the night arguing further, Krolec decides a portion of the group should attempt to return the gold to the nearby abbey of the Raven Queen as soon as possible.  He, Mitka, and Leigh set off to quietly sneak off to the abbey, located on the outskirts of town near the old aviary.

A short time later, they find themselves outside the abbey temple of the Raven Queen.  Krolec knocks at the door, and is greeted by an older monk named Brother Malachi.  Once Krolec explains they are there to return something, Malachi shows the group in to a reception area.

After a short wait, the abbot, Father William, arrives.  Krolec begins to explain how they found the temple in the cemetery and wanted to return the money, and robes, to the current temple.

To his surprise, Father William backs away from the money and robes.  He tells the others that they should know the history of the temple in the cemetery.  In past times, he explains, it was common to have a small temple in large cemeteries where servants of the Raven Queen could watch over the dead.

However, the guardians of that particular cemetery failed to protect it from the necromancer, Herwest the Reanimator.  The temple was defiled by the process of the dark crystal, and the monks themselves were cursed by the Raven Queen to remain in their temple forever as undead.

Therefore, Father William explains, the abbey will want nothing to do with the gold or the robes.  They are considered desecrated by the Raven Queen.  He leaves Krolec to do what he wishes with the gold and the robes, and thanks them for showing respect to the Raven Queen and her followers.

With a clear conscious, Krolec and the others return to the guardian chamber in the tombwoods and relate the information to the others.  However, much to his surprise, this does not have the calming effect he was hoping for.  Rather, it seems to give rise to a new series of arguments.

Off in the corner, Rhogar pulls the covers over his head as he tries to get to sleep while the rest of the group argues loudly, long into the night.
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.