Friday, 19 January 2018

D&D pregame part2

Game night tomorrow.  I have to deliver bad news to the group.  I can't play every week as promised.  Because I love the time I have with Natural20 and she plays with us and that means it takes up the one day I get to see her.  That means we have to have rushed intimacy and we don't like that.  If it were every week we would die, not literally.  

Last week the characters were split into two groups.  The party wanted to explore the town and were divided on how to do it so they split the party into two uneven groups, the Bard and the Paladin went one way and the rest went another.  They were going to meet up at the temple of Austeria and talk about what they found.  

The smaller group, I think is going to enter the Golden Grain Inn, which is going to be a fight.  They will enter and they will be served drinks, which will be poisoned.  I will make them make saving throws against Poison, constitution saves and then I will describe the effects, which will be they feel unsteady on their feet if they save (-1 to all rolls) and if they fail they will pass out I think if they say they finish the drink they will save at difficulty 15, but if they are nursing the drink it will be 10.  When they realize the drinks have been spiked, they will notice that the doors to the inn have been barred and the two bouncers hold naked steel.  

Then I will move to the other characters.  I think they will investigate the abandoned Foaming Mug Inn.  There they will find signs of fire, but also signs of a battle.  The fire damage is superficial and meant to cover the real damage.  They will poke around and if they look around outside they will see recent disturbances in the vegetation and foot prints to make them suspicious.  They will find a locked door concealed in the under brush.  If they attempt to break it down they will attract attention from Cult members and encounter the Troglodytes.  If the combat lasts longer than ten rounds, including breaking down the door, the cult members arrive.  If they chose to go into the inn and find the room they will only fight the troglodytes.  

I will say Initiative please.  

The battle will occur simultaneously, but not.  The fights will be very different.  The two will face off against an overwhelming force and the other merely a hard force.  I will roll the battle before them so they see what the dice say and both fights will be to the death.  The troglodytes are fighting for their lives, and they will drag away any downed characters.  The other fight is to unconsciousness.  If the bard escapes the fight, which I suspect he will, he will encounter the Constabulary and they will feign ignorance and they will accompany him back to the Inn.  And he will be captured too.  I will take the players aside and tell them they are not dead, but they should talk about the next characters they want to play. Jokes. Keep the suspense.

The players should defeat the Troglodytes easily.  If cult members are involved they should still defeat them easily.  They will get to the temple and not find their companions and wait for them.  There they will find there are signs that things are not right in the temple too, but should wisely realize they need to be at full strength when they fight here.  They will then likely try to find the other characters and may go looking for them.  They could back track or head around the way they were going to meet them.  Either way they will come to the Inn at the same time as the unconscious characters come to and find themselves in a dark room upstairs, tied up, sloppily.  Well the gnome will be tied sloppily up.  

They arrive in the inn to look for their companions and the last fight of the day will ensue and the gnome and the bard sneak or charge into the room.  The constabulary will charge into the fight as the battle goes on and this will let the party get some better armour and maybe some magic items.  

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