Session 4, Part 2

By Shamus Posted Wednesday Oct 5, 2005

Filed under: D&D Campaign 9 comments

6th of Last Summer, 1501dy

The night passes, Thu’fir doesn’t notice anything. Skeeve wakes and Thu’fir goes to sleep. In the late morning Skeeve hears some noise around them, to the northeast. The sound comes closer then stops. He suggests to Eomer when he wakes that they might be being followed.

Morning comes, they eat quickly and set out early. They head southwest and come upon a pond. It is directly in their line of travel but is small enough that they can go around it without losing much time. They note a stink in the air. The musky smell doesn’t seem to be coming from the water, which seems wholesome enough. Skeeve skips a rock across the pond.

They hear a crashing in the woods about 50 yards behind them. They can see treetops swaying in the wake of something large headed their way. They decide to walk across the water. Enoch casts water walking again, and five of the party members begin running over the still surface of the pond.

Skeeve wants to stay and see what this thing is. He considers climbing a tree, thinks better of it, and instead jumps into a good covering bush.

An Ettin emerges from the woods. The massive creature stands at nearly fourteen feet tall. In one hand he holds a massive club, which is itself longer than any of the party members. He screams at them in some incomprehensible speech. Once it realizes it cannot catch them, it turns away in disgust. Pouting, it smacks a nearby tree with its club, nearly uprooting it.

The Ettin starts sniffing. It smells something nearby. Skeeve casts fly and soars out of the bushes, heading for the other side of the pond.

The Ettin is enraged by this. He is on the opposite side of the water from them now, and making all kinds of angry noises at them and standing in the mud. Skeeve drops a fireball on his head and angers him more. They have a laugh at him and move on.

Thu’fir explains to them that the Ettin was not likely following them, but that they had stumbled into his territory.

They can now either go south west where it is more open or go south which is a little more tangled. They choose the way that is more open. They head south from here. The land here is more open and they are making excellent time. They eventually come to an open, treeless field. A stream divides the field in two. Across the stream they see another Ettin. They decide to go around, rather than getting into a fight with the beast.

They travel a bit more south. As they move into late afternoon they come across a major city, obviously Crossway.

Continued in Part 3…
 


 

Session 4, Part 1

By Heather Posted Tuesday Oct 4, 2005

Filed under: D&D Campaign 11 comments

To recap:

The party entered Joland village and learned that a couple of children had been kidnapped. They found some clues in the woods and followed the trail to the remains of an abandoned church. The building was gone, but the basement remained, and was being used as a base by a wizard who seemed to be preparing to sacrifice the children. The wizard seemed to care about the people of the town in a strange way. He suggested that the children would suffer less if he sacrificed them than if they went on living as slaves of the Alidians. The wizard then actually tried to persuade the party to bring him another kid so he could complete the ceremony.

They were, of course, not interested in kidnapping kids for him. They fought, and killed him. They looted his hideout and gathered a pretty good haul of magic items and valuables. The children were safe, but trapped in a dreamless slumber.

They found a couple of potions to wake the kids, but didn’t use them yet…

Continue reading ⟩⟩ “Session 4, Part 1”

 


 

The Battle Grid

By Shamus Posted Monday Oct 3, 2005

Filed under: Tabletop Games 37 comments

We use a poster-sized dry-erase board for our dungeon-based sessions. I like this because it lets me draw the map FOR them. I don’t have to describe the dimensions of the room and wait for the mapper to draw the thing out on graph paper. Even better, we just place the minitures on the grid as we go, and the players move the pieces as they like. If an enemy shows up or a trap goes off, there is no debate about where anyone is. Nobody can claim they stayed in the last room just because they didn’t SAY they followed everyone else into this one. Your position is determined by where your piece is on the grid. It forces them to think about where they would really want to stand.

I can draw only parts of the map that they can see, which lets them intuit the shape of nearby rooms, even when they haven’t entered. If something changes the environment (for example, say oil is spilled all over, or a fissure opens in the earth) I can draw that right on the grid, during battle. I can depict the positions of furniture and other moveable items and we can move them around with a dry-erase marker as needed.

Here is the grid as it looked at the end of Session 3:

I absolutly love this. I would never go back to a plain paper grid after playing like this.

 


 

Last Sunday’s session

By Shamus Posted Friday Sep 30, 2005

Filed under: D&D Campaign 0 comments

I’ve noticed this week that it is taking a long time to get the notes from the previous session translated. I predict this is be a regular thing. We have our D&D sessions on Sunday nights. By the time the session is over, it’s too late to get started on the notes. During the week I spend my evenings on the next session. Heather is busy as well, so in many cases we may not have the notes up until the following Saturday.

 


 

Session 3, Part 5

By Shamus Posted Friday Sep 30, 2005

Filed under: D&D Campaign 5 comments

Thordek looks around. He searches some of the rooms they haven’t checked. One room is piled high with old rotting furniture. Many old pews have been shoved in here, along with other broken furniture.

The other room (where the wizard died) is a makeshift workshop. There are many bits of cut wood lying around, along with a layer of sawdust. A crude workbench is built here, which holds some very basic tools: Hammer, nails, vice, and a few different saws. An incomplete chair is on the bench.

On the floor near the overturned table they find a chalice of purification. This strange cup will purify any water placed into it after 10 minutes. Thu’fir claims this prize.

Out in the main hall, they rest. As soon as he has the power, Enoch heals Skeeve.

Once rested, they take an inventory of the items recovered. Several Alidian rank insignia are on the table in the main hall, stripped of their silver and gold trim. The silver & gold are in a separate pile, along with bits removed from jewelery and teeth. Thordek takes these items to sell and divide the proceeds later.

Skeeve finds a mage’s guild certificate of membership made out to “Conjurer Vormoth”, good until 1505dy. Skeeve takes this. Being a self-taught wizard, he has never heard of the guild, but figures that being able to pass himslelf off as a member may come in handy.

Thu’fir finds the wizards staff and gives it to Skeeve. Amongst the other things until Skeeve can take a look at everything. Everyone regroups in the main room, bringing the kids in as well, except Thordek who has been checking all the rooms they had missed, gathering up all the things they find.

Thordek searches the workshop and finds a secret room that grants access to the second (northern) crossbow bolt device / trap.

Also in this room is a small wooden box with 800g worth of small gems, 500g, 2 potions of End Dreamless Sleep, and 1 cloak of absorb fire damage.

They decide when they leave they will burn the wizard in his lair. They fight about how to go about it. They eventually just leave him to rot in his workshop.

Everyone rests and wake up around 5 am. Enoch sets about healing everyone, and they decide to return to town.

End of Session 3
 


 

Session 3, Part 4

By Shamus Posted Friday Sep 30, 2005

Filed under: D&D Campaign 8 comments

They return to the door inside. The door frame and the lock are still there but the wood inside the frame is burnt away. Thordek is chosen to go in because he is smallest. He peaks in. He sees no one but sees another set of doors. This is a small vestibule. This area looks well-traveled. There is a series of switches on the north wall. Skeeve and Thordek flip a few switches out of curiosity. Eomer is irritated, but says nothing.

They enter the next room. This well-lit room was once the lower meeting hall and has now been converted into a sacrificial chamber. There are three stone slabs on the floor, tilted towards the middle of the room, two with children lying upon them. Grooves have been carved in the stone floor, leading into a drain in the center of the room, in which a large bronze cup has been placed. As they move towards the children they hear a voice from the front of the room, “Leave the children be! You can’t help them now. Go back to the town.”

At the front of the room is a table with jars and evil books and other nasty stuff. There is also a large spell-book.

The children seem to be under a spell of dreamless sleep. Eomer moves closer to the children.

“Leave them be, none of you have the power to help them now,” the voice says as Eomer leans closer to see if they yet live. He can feel no pulse. He places his mirror in front of the mouth of the boy, and confirms that he is breathing very slightly. The children look deathly pale.

“I am prepared to do what none of you would against the Alidians. It is time that we return to our former glory”, states the voice.

“Murdering children will do that?”, asks Thu’fir. The others continue to look for the source of the voice.

“It’s time that we go back to our roots. We’ve abandoned the ways of magic and that’s how we lost the war,” the voice persists, moving around the front of the room accompanied by footsteps.

“Go back! You want to take these children back to their parents? Take them back, so they can become slaves or killed by the Alidians? Their death here will be quick, painless, and nothing like the horrors they would suffer at the hands of the Alidians. If you want to help win this war, go and bring me one last child. “

Eomer figures out pretty much where the wizard is. He nonchalantly chats to the wizard, wanders over to the workbench, and starts tossing and knocking over the stuff on the table. Eomer pulls the leg out from the table and knocks it all over. The wizard appears near Eomer and Enoch suddenly can’t move. Enoch held, Thordek trying to figure out what is wrong with him, starts shaking him trying to get him to wake up.

The battle with the wizard begins. The wizard casts magic missile at the them. Eomer and Skeeve fight him. Thu’fir picks up one of the kids and runs from the room with him. Skeeve has been seriously wounded by the magic missles, but summons his strength and casts lightning on the wizard. The wizard is thrown back, badly injured. He responds by hitting Skeeve with an acid attack. The acid splashes all over him, and he passes out.

While this is going on, Thordek dashes into a side room, looking for something he might throw at the wizard.

A quick glance around the room reveals this to be a workshop of some sort. He grabs a hammer, and heads out of the room. Eomer attempts to grab the mage but slides right off. Thordek sees that Skeeve is down, drops the hammer, and tries to pick up both the kid and Skeeve. He can’t, so he just takes Skeeve. He realizes that Skeeve has acid burning him and throws off the acid-soaked cloak. Thu’fir continues to try to save the children. The wizard yells as they take the kids. He looks and sees that the battle is against him. He casts another spell and vanishes. Thordek screams for Beck to come help. Eomer uses Endo’s staff to swing in the area that he heard the wizard’s footsteps (who is now invisible) and hits, bringing forth many yells of pain and frustration from the location of the wizard. Thu’fir blows his horn and affects both Eomer and the wizard. They are stunned.

Thordek takes Skeeve out of the room and sets him carefully in the rubbish room. Skeeve stabilizes. Thu’fir drops the kid gently outside of the room and pulls the doors shut, hopefully trapping with wizard inside with the party, and away from the kids. Thordek stays with Skeeve, trying to heal him. The others listen for the invisible wizard, trying to keep track of him. The wizard kicks at Eomer when he tries to grapple him and loses his invisibility. He slips away and shuts himself in the little workshop.

Eomer begins chatting at him through the door. Beck comes in yelling, “What the heck is going on in here?”

Finally Thu’fir kicks the door in and slays the Wizard with his massive blade.

This was the most confusing battle I’ve ever seen. The party was caught off balance and didn’t really know what to do. Pat (Eomer) was the only player to have faced a wizard before. Making things worse was the fact that they entered the battle injured and low on magic. Enoch had no healing power left, and Skeeve was nearly spent as well. Since they didn’t know how to fight a wizard, they didn’t have any sort of plan. As it ended up, their wizard and Rogue faced the enemy wizard while the fighters ran off? What a mess.

If you think this is confusing to read, you should have tried to follow it in person. They couldn’t form any sort of strategy and stick with it. Save the kids? Kill the bad guy? Escape? They sort of tried to do all three at once.

The result was that a very ordinary battle turned out to be almost too tough for them, and Skeeve was very neary killed.

-Shamus

Continued in Part 5…
 


 

Session 3, Part 3

By Shamus Posted Friday Sep 30, 2005

Filed under: D&D Campaign 4 comments

5th of Last Summer, 1501dy

Four hours after the party began their rest, Eomer rouses the them with a yell, “Hey, I heard something!”

Before they can act, another centipede is on them. They leap to their feet and engage it. This time the fight goes more smoothly and the thing dies without inflicting much harm.

Skeeve has recovered his magic, but Enoch has not. They elect to move on at this point anyway. They head down the hallway and find the trap door has been reset, and is now closed again. Not wanting to set it off again, they jump over the solid ground. Thordek mis-jumps and lands on the trap area. This doesn’t set it off. A few other party members make the jump, and then Beck fails. The trap springs, the door opens, and he falls.

They are confused by this. Wasn’t this the second time it was touched? Thodek points out that the centipede would have been the first thing to cross it, making Beck the third.

They levitate him up and Enoch heals him. They lament once again that they lost their ropes in the shipwreck.

They follow the hallway around until they are on the north side, beside the trap door. They go into another room which is not a filthy mess like the others. The door is left open a bit.

A crude bed frame is here, built from newly cut, untreated lumber. The mattress looks like two blankets, sewn together and stuffed full. There is a lantern on the floor by the bed.

They go to the next room. Thordek goes first and a trap door over the entrance to this room drops a pile of stone blocks on him. He is pummeled.

Eomer, sick of waiting outside, decides to join the party. Beck goes outside, since this place seems too crowded for six people.

Pat joined the game at this point. Up until this point in the session, Eomer has been an NPC.

-Shamus

This room is empty, save for a small wooden chest in the northwest corner. Thordek walks over to it. The brash Dwarf attempts to open the chest. Fine powder explodes from the chest, covering everything in the room. Thordek manages to hold his breath, thus saving him from breathing in any of the foul grey dust. He dashes from the room looking like a floured dumpling.

Eomer rebukes him for being so reckless.

They wait twenty minutes or so for the dust to settle out of the air in the room so that it will be safe to enter. Thordek goes back in and searches the chest.

He finds a book, some gold, and a bleached human skull which is being used as a bowl to hold some strange powder.

They open the next door. It is a simple room with a new wooden bed and a small (unlit) lamp. The bed is poorly built but looks used. The blankets are not filthy, rotting rags at any rate.

They move on to the final door. This is a large door facing east. Before attempting to unlock it, they decide to deal with the trap to the north, since it is pointing right at them and probably tied to the door in some way.

Thordek wants to smash it, but Eomer has him back off so he can try to disable it. He fails and sets it off. He tells Thordek to smash the trap. Thordek walks over and whacks into the center of the mechanism with his hammer. Bam! Four arrows shoot out over Eomer’s head and into the opposite wall. Thordek tries again and breaks the mechanism.

Eomer now moves onto the door. He tries to pick the lock but manages to fail again. It is jammed.

Skeeve tells everyone to stand back, and then uses flaming sphere to burn out the door. The door is engulfed in flames. The aged, thick wood gives off a thick acrid smoke as it burns. The chamber is filled with smoke and they retreat to the entrance for a while until the smoke dissipates. The group is now concerned that if the children are inside they may have asphyxiated.

Continued in Part 4…