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My group rocked this encounter.

The group (Eberron campaign):

Vealin, Valenar Elf ranger
Meghan, Half-elf Druid, Greensinger
Raina, Shifter rogue
Lavinia, Halfing Cleric of Olladra, with Healing dragonmark
Sam, Changeling sorcerer
Orco, Halfling rogue (not in this session)

The ranger and Druid of the group both had high Survival rolls for the Track at the Land farmstead, and the rogue nailed the Knowledge (local) to determine the origin of the tattoo on Skutch's arm, and the Gather Info for where the gang hangs out.

The group being pretty cautious, they take two PC's to do more Gather Info about the gang, making a point to avoid going to the Feral Dog and thus attracting the gang's attention. This Gather Info got them a breakdown on the race, class and general demeanor of the group (they used an AP).

They didn't like their odds, so they decided to hang out and watch them for a night at the Feral Dog. The druid had to leave because she couldn't stand the dog fights, but the rogue and the ranger (and some others, I forget) stayed the whole night out.

As is written, the gang got roaring drunk and staggered home, shadowed by the rogue and ranger. I put them in the abandoned Deepspike Mine house as a crash pad. Once the gang had passed out, the party decided to act.

The rogue went in and sapped every gang member unconscious. One shot each, it was awesome. Thump!

This is when it gets great.

The party hides in the other room while the rogue, druid, and changeling get ready to scare Kullen. First they bind him to a chair.

The changeling changes into a tall, fearsome wizard-like humanoid with horns. The druid casts Produce flame and hides behind the changeling, casting an eerie, flickering glow over the changeling. The changeling's Disguise roll is in the high 20's. The rogue stands behind Kullen with the sap. I think the halfling cleric was in there too, to cast a Cure minor to rouse Kullen.

The changeling tells Kullen that the Land skeletons were not his to give away, that the changeling wanted them and where were they? The Intimidate check was in the high 20's (AP used). Kullen failed miserably and cowered while he told the group of what they had done. After the changeling had asked all the questions they need answered, the rogue sapped Kullen again. Whap!

The group went on to clean out the observatory, but Kullen didn't have anything to tie the group to the dark, horned wizard in the night.

Pretty fun.

--dave


We've just started! It took the group three sessions to finish Whispering Cairn. They are about to do a little clean up and then 3FoE will start.

--Oghma


dizzyk wrote:

I sent to you back on the 8th, and just resent it again tonight. Leave a message here if you still don't receive it.

I've also sent copies of my conversions to everyone here who has posted a request. If anyone else has not received their copy (or wants my most recent file), let me know.

I'm pretty close to being done with all of the NPCs included in the Overload (the ones I plan on using, at any rate), and have started moving on to TFoE (I've made the Kenku into Spellthieves instead of Rogues, turned the Dire Weasels and Allip into Living Spells, etc.).

I know it's been a while since this was posted, but I just started an Age of Worms group and I'd like to get this file if it's possible. You can send it to oghmas () gmail dot com.

Thanks in advance!

Oghma