| grasshopper_ea |
So our game is off to a great start. This is the first published adventure I have ever run. Everything else has been homebrew. We have had three sessions and I absolutely love my group.
We have tiefling/aasimar twins. One fighter, one monk/druid both actors, the ugly tiefling is a stage man, the aasimar is an actress.
We have an half-elven osirian scout who was protecting an osirian noble's family when the wife was killed and the baby kidnapped. On the corpse of the lady was found a wooden coin with a demon's head *muahaha*
We have a tiefling chain swinging rogue heading to shadowdancer.
and last but not least we have one human character, a duskblade affectionately known as critty I'm sure you can figure that one out.
It was a dark and stormy night oh wait.. It was daylight as the group fled the hellknights into the sewers. Janiven lured the hellknights away as the PC's broke off and headed for the safehouse.
Rolled a 32 stealth check for the first goblin patrol the group encountered. Surprise round sneak attack with a broken sewer water covered from the water hits the aasimar monk and drops her to 2 HP. Roll that fortitude save, and she contracts filth fever(hasn't taken effect yet). The group easily dispatches some skeletons once they realize using arrows isn't a great idea.
The first session ends as the first group of hellknight armigers run towards the group bragging about which one will take them down single handedly. They do not notice the scout puttings down caltrops and it's a good stop point. Took us a while to get started.
| grasshopper_ea |
board ate post 2 :(
Session 2 leads off with a bang. 2 of 3 armigers dodge the caltrops. Noone can get into Melee because of the 5 ft corridors and noone has precise shot. So we have an Armiger duking it out with the tiefling fighter and the tiefling rogue who switch out for healing while everyone else misses over and over again with crossbows. The group dispatches them eventually and loots the bodies, clears the blockage they were stuck at and rolls a 4-ish to cover their tracks. Noone wants to wear hellknight armor no matter how much I Coerce them.
They take out a goblin lair and loot the buckets and shovels, because they deserve it after being flanked in a little room by two goblin rogues. They use the goblin bodies to bribe their way past a hungry otyugh, I was really hoping they would use hellknights.
They get in a two prong battle at some shriekers and again use caltraps to great success. It stops the armiger's charge and they catch him on fire with alchemist fire. He jumps in the sewer water to put it out.. yuck. they fight much like the first battle with armiger's one on one in a small corridor this time the armigers do more damage and 3 rounds in a goblin rogue sneaks up from the other side while comming to investigate the shriekers and sneak attacks the group rogue who missed his perception check horribly. They get into a rogue vs rogue battle further from the group as the goblin hits and runs. Finally they let the goblin go. I tell the rogue roll a perception check and he looks at me like you've got to be kidding, so I tell him I can great fun for all.
They loot the bodies and continue on following the markers until they get to two zombies standing over some recently killed armigers. The group lures the zombies to a T-intersection to flank. With the corner giving cover from zombie #2 granting them +4 AC zombie 2 never missed and dealt 32 damage over 5 rounds KO'ing the rogue and taking most of the group to 1-2 HP. The monk slices them up with her kama and zombies are my new favorite enemy.
The night ends as the group finds little Morissino pounding on the door yelling let me out as the shadowgarm approaches.
| grasshopper_ea |
Session 3 was excellent. I love my group.
Morrisino recognized the PC's coming with a sunrod out and ran to them for help.
The shadowgarm rolled a 25 initiative and charged the scout hitting for 5 damage and 2 dex penalty. The scout made the knowledge dungeoneering to know bright magical light would stagger it and told the aasimar. Even staggered the shadowgarm was a respectible foe and brought the scout to 2 HP before the group killed it. The rogue and scout kept trying to use acrobatics to get past it and failing til the last round.
The group agreed to Janiven's plan to rescue Areal and had their own twist. They ambushed the carriage by tanglefooting the horses as the calvary chased Janiven and the other children of westcrown. Sharwen and the scout had a ranged duel and sharwen got one of the large heavy crossbow bolts off in the scouts face but only did 6 damage. Scout made the save vs command and dispatched sharwen in about 4 rounds. I wasn't impressed with that NPC. The Armigers however did excellent, scoring 3 critical hits and dealing in the neighborhood of 50 damage to the PC's. The PC's managed to defeat them all except one who fled and stabilize them before they died. About the time the rogue disabled the lock on the carriage door they found the key. They left all the armor again and threw the armigers into the carriage and locked it and left with the key and Areal intact.
They returned the horses and Areal went ahead to the safehouse. They met Thesing and the female scout agreed to date him after his play that night. She refused his advances and he kicked her out. She pick pocketed a silver wine glass of his and has made a great enemy. He sent her a box about a week later. I told her it had a dead flower and a note. The scout asked what does the note say. I replied "I prepared explosive runes today." Great fun had by all. It was really Thesing threatening to have her arrested and berating him for trying to ruin his career.
So far so good. No PC's dead yet but all have feared for their life. Everyone has been at 2 or less HP at least once and they are starting to strategize a bit together.