Sunday, June 10, 2012

Episode 11



Tonight went pretty well all in all. Everyone showed up with a little bit of last week on their minds. I think that’s good. We had a lot to do tonight and tight schedule to keep. A couple of my players have to work some weekends, so the night can't go too late. Typically we start around 7:30 (lol 8:00) and we strive to finish at 12:00-12:30. Its a tight schedule and with kids and breaks we actually get a lot accomplished every night we get together. Since last week focused so much on roleplaying I wanted tonight to be much more problem solving and combat focused. Its less stressful than moral decisions and when you succeed you can walk away from the night feeling pretty good.

Episdode 11.

The party started off in the woods near Granites hidden fortress. They had ambushed him and now found themselves in the predicament where they had to figure out how to get from their small encampment into the temple. I built a few skill checks into this, history, engineering, geogrpahy would all help to point the party towards knowing that the cliff at the back of the mountain range looked strange and out of place somehow.

The party started the night a little on edge, they didn't want to screw anything up. They moved very carefully, at night, towards the back of the woods, crossed a stream, and got up to the cliff. A lot of time was spent making sure that they crossed that stream safely. I'm glad they did that, shows they want to stay safe but are willing to take risks when necessary.
Topographical map of the valley.  Yellow is the low ground red is the high ground

I did another word puzzle here. After searching they found a stone puzzle box they could plug into the wall tat said “more valuable than gold”, the letters I had included one to make STONE, FAMILY, MITHRAL, TRUST, HONOR. The answer was trust. They had 4 chances and using the right skills (perception, knowledge (history, local, dungeoneering) they could eliminate some letters. It took 3 tries and around 15 minutes but they got in.

Once they snuck in they found some slaves, and Durns mother who told them to travel upstairs to find her son. After wards they very quickly got into a fight with some dueregar and some mountain dwarves. I'm torn on what maps to include here, this was a pretty straightforward fight (CR7) but had a giant pit in the middle that led down to the underdark.

The only thing I really wanted out of this fight was for someone to get knocked into the pit and killed as a result. As it turns out Urz bullrushed a Dueregar over and dropped him. I was very happy to see that. One of the Dueregar they were fighting did manage to slip out the back and run back towards the underdark.... who knows how that will turn out.

The party found a few bars of Mithril here, I don't give my parties a lot of money over time, so this Mitrhil may be one of the few major sources of income they get for a while. Once they had explored the lower level they climbed over 9 stories to reach the next level where they found... nothing of note.

I do this sometimes. There was nothing to find there, but one of my players today asked me what they missed, and I said- “I dunno, I guess not much.” Its good to have areas where you don't anything from time to time. It makes it so finding something that much better.

The two bottom pillars shot acid arrows at anyone standing in green
Next they moved up another level into what, I think, became the best of the three encounters that the party had that night. There was a forge, anvil, and toolset they passed as they entered into a CR8 fight. A Level 3 Dueregar cleric, 2 Level 4 dwarf fighters, and 2 level 3/2 dueregar Warrior/Fighters... Oh and pillars that shot acid darts whenever someone got near them. The pillar ended up being great. It made my players have to worry about where they could stand and where they could end their turn. The fight itself took around 10 rounds and really used a lot of resources.

When it was over they had killed everyone except for 1 dueregar who was willing to trade information for his safety. He explained that the dueregar were trading mithril for slaves to give them cheap access to labor and to give the Stoutfellows the Mithril they needed to have the best equipped Clan in the
dwarven hierarchy.

When that was over Typhus- the Judge Dredd of the country of Proveria- determined that this Dueregar was guilty of his crimes and threw him into the red hot coals of the forge. Typhus is an inquisitor and LN, it also fit his character. He considers himself to be judge, jury, and executioner as such he found the dueregar guilty of slavery and meted out his punishment.

The party at this point was pretty hurt. Their APL is 6.4, which I rounded up to 7. Well given that the 7 and 8 enounter were tough and a lot of resources were expended on those fights...and up next was the big daddy of the fights. A CR 10 fight to save their lost comrade Durn.

Upstairs they found a number of mountain dwarves and dueregar waiting for them. Over the next 12 rounds the party expended the majority of their resources. Typhus was dropped to -8 at one point, Lina spent a good portion of the fight running from a dueregar, Urz was laying waste to the dirty dwarves with cleaving power attacks, Sam was creating pits under anyone foolish enough to stand, and Damone was buffing everyone into the extreme. When all was said and done, all the parties spells were spent, and there were no remaining rounds of abilities left.

I like fights were people get the chance to stick and move. One of my gripes about the OGL system of combat is that it tends to be more beneficial for people to standstill and swing than it is for people to move around the map. I like dynamic fights and this was one. I don't pull punches in my games, and there was a legitimate chance for a TPK here, but when the party is willing to throw themselves at the fight with all they have then I am happy with the result.

Now the Party has Durn, they are at the top of a fortress filled with angry dwarves and near a town where they are wanted for murder and potentially killing the Mayor. As the night drew to a close the party found themselves barricaded behind a stout door to rest as they plotted out their next move. It was a night filled with combat. The nice thing was that at the end of the night they felt like they succeeded. They broke into a stout dwarven fortress, snuck up several levels, put down the resistance, and saved their friend.

They are sequestered away in the top level of this fortress behind a thick iron banded wooden door and are resting up to face whatever foes are still in and around the keep.

Until next time!
-Ubercroz

No comments:

Post a Comment