Saturday, 14 July 2018

Three Episodes all at once

So I have not updated the first D&D game that I am running in a while.  There was a the encounter with the other crew of devious Humanoid Ear hunters that were killing people and taking their booty as their own.  They defeated them and met the Duke and asked for a favour from the Duke which he granted, although was disinclined, as he stated that he was fighting a War and could not afford to be too generous until e war was won.  The paladin wanted a warhorse.  Which he did not need.  He then went out and purchased boarding for the horse.  On the way back to Hommlet they encountered a Dragon Bear, again, not the same one, but they did not know that.  They finally fought it and felt a little disappointed, because there was so much build up from running from the last two encounters with the Dragon Bear.  They then took the booty, the Dragon Bear corpse to Hommlet and tried to get armour made out of it, and discovered there was not enough.  So they settled for gloves and belts they found out that there was an underground economy, a barter system, and many locals preferred this way as there were no taxes paid.  (That was the set up for the evil dukes laws).

They pushed off to find the moat houses of the temple, the watch towers set up to guard against the evil of the temple, that had been let to fall into ruin forty years ago by the new Duke.  They were also looking for the moving tower.  They did not know that the tower was the tower of the First One that was watching the area.  The tower was mystical as when they looked at it they saw the moons setting behind it from the wrong direction.  They pushed on through the night and discovered the Watchtower instead.  They approached cautiously not sure they wanted to enter.  They heard something rummaging and tearing at the structure from inside the entryway, so the Ranger headed out to take a look.  He discovered a real, full fledged tiny dragon, a black dragon.  It saw him and rushed him spraying him with acid.  

A character that had not taken much damage so far in the adventure was taken down past a quarter of his hit points in one round and he ran from the beast.  The others fired off their spells and made their attacks the best they could and in the course of the battle which included two characters that had never been knocked unconscious, being knocked unconscious, the characters fought for their lives.  The dragon fired sorcerously charged Magic Missles and fought them with tooth and claw and just when they seem like they were going to win, the dragon turned invisible and flew away.  Frustrated the Ranger fired a wild arrow shot into the night that hit the dragon (and would have killed it if I had not added more hit points to the dragon to make the fight more dramatic); the dragon rounded back on the party spewing acid and dying in a brief and desperate flurry of wild attacks by a scared group of characters.  They rested and continued into the dungeon.  There they encountered zombies which they killed in a protracted battle where each round for five rounds two more zombies entered the fight.  After the fight they encountered an ogre who was despoiling a human woman on the Rack.  They fought her and freed the other captives who talked about being picked up by a group of brigands.  They then encountered and fought a group of Bugbears that they surprised and then went on to attempt to surprise another group of gnolls.  The ranger failed in his attempted assassination and the warning was given.  They fought the Gnolls and defeated them, there was little doubt.

The next session they were presented with a choice of two directions and they chose the one they heard a breeze coming from.  They made a lot of noise taking the door down and thus alerted the guards in the next room.  They alerted them even more breaking that door down.  The guards fought tooth and nail to defeat the brigands and their leader, the leader even surrendered and and used a spell to trigger a random teleport some time in the future so he could escape.  When he did so the players could not find out where he went and when they did he had cast furniture before the door and relocked the door after it was picked.  Anything to give him more time then he cast mirror image on himself to elude pursuit.  It was then that his ally made herself known, the woman who was having a secret liaison with the Ogre, was actually a Yuan-Ti and she attacked the party from behind, leading incidentally to a suspicion of prisoners being enemies.  The Cleric almost made it away but was cornered and defeated.  The yuan-ti, also killed, they went to town, Hommlet to rest and pay their taxes, which surprisingly, they all did in full, partly because the taxes were going to fight the war against the Orcs.  They met the Duke's representative in the town, the Lord Braithe, and he wined and dined them, and gave them a party at the end of a week which featured all the important people in the town.  

The also gained a level and were all level five.  One character the Ranger multi classed into Rogue.  Two players suggested that they wished to become warlocks at a later point.  Which is fine, I just have to introduce them to someone that they can make them a warlock.

This time on e Road to Nulb they encounter the moving tower and they try to investigate it again.  They find the tower covered in vines with the forest cleared out 100m.  They walk around the tower and find no door or window, for that mater they find the entire structure without seams, the rough matte face seems to drink light.  There are vines growing on the outside that appear to be centuries old.  The most nimble of them scales the outside and lowers a rope.  There is a locked door in the roof that proceeds to suck lock picks into its aperture when they fail to pick the lock and then smile and burp.  The Paladin out of frustration uses a holy smite on the door and the loud thunderous smack down produces dust later revealed from the magical weapon used in the attack.  They then ask why the door won't open, to which the door answers, that they had not asked nicely.  Eventually they ask nicely and the door opens to reveal a room with a man with an inky black complexion,  revealed as such only when the cleric casts a light spell.  He waves his hand and the party is on the road with all their items intact and the tower gone, and the word reverberating in their heads, "Don't be so rude!"

They proceed back to the tower, or where the tower used to be, to find the tower had shrunk to a small fraction of the previous size.  The process is relived in a more polite fashion and they find themselves talking to the odd person, covered in gold jewelry.  They ask him a question about the temple of elemental evil that they are supposed to go to an destroy and he answers them cryptically, because he does not really care about it, except that it is important in a rare possibility.  He waves a hand and one of the walls lightens up in a scene of a temple and reveals e local terrain and the area for several hundred kilometers in all directions before it fades.  The projection is brief and sudden but still quite powerful.  He seems to command great magics and thinks of them  not at all, but as common things.  At one point two of the characters say something annoying to him and he touches their heads and then dismisses the whole party.  

They continue to Nulb but they look down on the barely a village and decide that they will give it a pass and camp out with the Bard's new camping spell.  They do a fantastic job scouring the upper temple ruin for useful material and find almost everything that can be found in the upper temple.  They head down into the temple dungeon proper and miraculously enter no combat but encounter instead a prison cell with about twenty prisoners—instantly half of them want to leave them locked up believing that there is an enemy in the group.  They interview the prisoners and all but one of them were taken by ghouls on the roads and in the village.  One says that an individual from the town kidnaped him for flirting with his girl.  So now the characters have to decide if they will free the prisoners or lock them back up, which about half of them want to do.  

That took three sessions.

I realize that I have homework that I have not done.  They looted a book from the Cleric and there is stuff in it that is pertinent.  There is a second gold artifact that was found and what do they do together?  What did the First One do to the character's minds?

Roleplaying is fun, running roleplaying sessions is more fun, but it also means more work, not just writing the session down and creating the campaign setting and all that, but remembering to add the details that you did not have at hand.

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