Characters: Pregens of Seelah, Meriesel, Kyra and Fumbus
Kids aged 11-13 and 1 adult player
Total Time: 5 hours
Prep: 1-2 hours
Finished in 1 session (3 days of game time)
Hero Points Awarded: 1
Times characters were reduced to 0 hp: 6
- Fumbus 4 times, Kyra 2
Characters Killed: 0
Encounter Overview: Fumbus had knowledge of many rooms and possible encounters, yet still fell victim to many of them.
Sewer Ooze - cake walk but did injure 3 players with the area acid damage
4 goblin warriors - they were able to sneak in close and Fumbus tried to talk to them. They attacked but Fumbus set some on fire with alchemical bombs, the enemy goblins tried to run but ended up running into the fungus room - setting off the spore cloud and explosion. More party damage, used some healing.
Vermin Den- Deadly encounter. Fumbus went below zero 3 times, Kyra once trying to help him. The centipedes swarmed Fumbus in the first round when he critically failed his bomb throw and it didn't go off, alerting the centipedes to his presence. After this encounter, the rest of the party's healing was used up.
Fungus Bloom - not encountered due to goblin warrior setting off the fungus accidentally.
Quasits - Fumbus went into the pool and retrieved the idol -HERO POINT (he was evil), gave it to the Paladin to smash and thus set off the encounter. First quasit went down quickly, due to critical hits. The second played invisible tag with the crew. Meriesel was not hit but couldn't do any damage either. Eventually, they grabbed the little guy while he was in centipede form and bashed him down.
Falling rock trap - Fumbus informed the party of the trap and they triggered it safely.
Goblin Headquarters - deadly encounter. Fumbus went down again twice and Kyra again once. The goblin pyro was deadly with burning hands, but less effective after that. The regular goblins ganged up on the "traitor" Fumbus and took him to Dying 3, he used a Hero Point to recover, only to go down again a few rounds later. The party was so beat up after this encounter they took 2 days to recover back in town and came back refreshed.
Skeleton - nuh-huh - no way. Skipped this encounter until they met the BigBadGuy.
Choking Sands - Religion check passed to recall a prayer to bypass the trap. The water from the fountain was also clear, so they went back and drank some just in case.
Befouled Shrine - Drakus and the (giant)rat [I couldn't find a dire rat entry while running] were relatively easy for a fully charged party. The rat was killed in the first round after charging from hiding. Drakus did some damage to Kyra and Seelah, but the two of them kept him busy and made him switch targets often.
Pharasma's Sanctum - they purified it without prompting from me but chose not to take the magical dagger out of respect. They also figured that they were not going to play these characters again until 9th level so why bother?
Drakus' Lair - no issues, used the key as expected without prompting and returned the stolen goods to the townsfolk without prompting...amazing! Informed Keleri of the Star and journal.
Overall, they had fun and are excited about trying new characters next week for their 4th level adventure. We just finished up a 2 year campaign with this group so 1st level characters were a challenge for them.
We had questions about opportunity attacks and spells per round (if you have actions left can you cast more than one spell?) We did lots of looking up rules as we went. A suggestion would be to put those rules expected to be used right in the adventure. "So you want to grab a creature here's what you roll..."