Sunday, 12 October 2008

Session 7: AP Part 2

Meeting up with Rothaar and the dwarven refugees the group prepares to flee into the under caverns. Paldemar’s apprentices will have rallied the guards and are likely to pursue them, if for no other reason than to recover his Staff. One problem still confronts them, the refugees won’t travel with Rothaar. He is to remain here, punishment for having lead Paldemar to the Bronze Warders years ago.

Morn is having none of this and promptly bullies the lot of them into accepting him. This will be a feature of this session. They flee into the tunnels led by the dwarves who know the way. The journey is not without incident. Cave ins and underground rivers block their way but they push on. Assamber leads them through a field of giant mushrooms with some unpleasant venomous spiders and then past the site of some ancient threat sealed away by the dwarves long ago. Their travels disturb the restless spirit and the group makes a run for it. As they make haste across a narrow bridge leading to the dwarven hold Morn takes his stand against the undead horror. Rebuking it with the power of the Unfettered God he smites the bridge with the Hammer of the Earth Titan barring its progress. As the group run for the doors they can see closing in from many side tunnels is a mass of howling shrieking beast men and their hyena allies.

The doors of the dwarfhold creak open at their approach and two burly guards step out. As the howling mass comes closer they demand to know who they are and why they have brought their “grey” kin with them. They refuse to allow the grey dwarves entry and the Bonecracker beastmen draw ever closer. Losing his temper Morn has another moment and bullies his way inside almost having to drag the dwarves with him. As the great doors slam shut the Bonecrackers throws themselves against them in a futile effort.

They are safe for now.

Session 7: AP Part 1

We played session 7 tonight and had a blast.

Following on from last session the group has cut a bloody swathe through the old dwarven fortress. They push on bursting into the next section expecting to find the guards unawares. They are unpleasantly surprised to find them quite ready, a barricade in place and an ogre brute and some raiders crashing into their flank.

The fight is short, ugly and violent. The guards are routed and the ogre slain but two of their enemies flee further into the complex. Paldemar must be aware of their presence by now and the clock is ticking on his arrival. They push further inside looking for Murklemor’s chamber only to find him waiting with more raiders. Morn and Azhanti form ranks in the doorway which lets the Captain take pot shots at both of them with his sweeping halberd. Azhanti is up and down like a yo-yo but eventually the captain falls. During the battle crossbowmen try to pin them down from behind but are stymied by Assamber and Artemis.

Spending a moment to get their breath they try to decide where to hit next. They have enemies behind them holed up in a guard post and the dwarven slaves ahead of them with Paldemar’s apprentice. Focusing on the goal they push forward. The sorceress is prepared for them and brings her corrupted earth elementals to bear. Artemis gets surrounded but dances away across a slave pit on the heads of the dwarves. Morn has the fight of his life surrounded by multiple enemies but this leaves the others free to focus on the Sorceress. Things are dicey as she warps their perceptions with mind altering magic and sears their flesh with fire and brimstone. Heedless of her servants lives she catches them in her own spells. Things look grim for a while with Artemis near death while being pressed by a guard and Azhanti blind and knocked into a slave pit but they pull through.

They capture the Sorceress and throw her guards to the dwarves. She tries to plead for her life but hesitates at the wrong moment so Morn caves in her skull. A quick bit of investigation reveals the remaining guards have fled. Paldemar will arrive shortly and they must decide what to do, stay and face him or escape with the prisoners. They come up with a cunning plan!

Azhanti dons the Hat of Disguise they found on the doppelganger and uses the speaking stone they found in Murkelmor’s chamber. The others lay about the room spattered with blood and gore. They convince Paldemar that his guards have defeated the group and seized many interesting items. Intrigued Paldemar tells them he will arrive shortly.

The group decide to ambush him and many different locations are considered. Finally they decide on the chamber where he will arrive. Azhanti and Morn take up position inside with Artemis and Assamber in adjoining chambers. In a burst of magic Paldemar arrives but he is not alone, two memory stealing void spectres are with him and they begin to suck minds with gusto. It is all in vain however, Paldemar, trapped in a confined space surrounded by enemies with no room to bring his magic to bear cannot withstand the assault and is soon slain. Assamber takes his Staff as a trophy and the group head off to their rendezvous with Rothaar.

Thursday, 9 October 2008

Session 7: Masters of Fire and Iron

Our group of heroes have decided to overthrow the evil Wizard Paldemar and free the desperate dwarven slaves he has imprisoned and abused for the last thirty years. Some might say this is for obvious reason of high heroism and out of a desire to do good. The more cynical might suggest is has more to do with the offer of reward from the dwarf Rothaar. The truly jaded might see it as a ploy to obtain leverage over the mountain dwarves who they need to help them deal with the Cabals iron golems.

Whatever the reasons they have attacked the Citadel and made great headway. Two of the forts have fallen apparently with no alert being sounded. Now they plan their assault on the keeps ruler so they can release the slaves. Of course, the clock is actually ticking and Paldemar will arrive perhaps sooner than they expect. If that happens expect everything to go to shit very quickly.

Sunday, 5 October 2008

Session 6: Discussion

So Session 6, how did it go?

Personally I think it was our best session yet with the possible exception of the first. We had lots of interesting bits of character development and interaction together with some highly entertaining and tactical combats. A few key pieces for me:

Azhanti decided to multiclass into Warlock. Mostly this is because he finds the Cleric Utilities wholly underwhelming. He really doesnt need more healing, the group is absolutely dripping with it. The Fey Pact (flavoured to elemental desert spirits) is also very fitting for him. His ultimate goal is to overthrow and ultimately devour his own God and replace him. He is starting to gather allies in the form of disgruntled spirits pushed to the very edge of extinction.

The convincing Udun and the travel through the Badlands was handled as a skill challenge which we have used several times before. I had set up Udun to have some auto success options (offering him food and wine) which Assamber ran with without even realising it. Matt is just a genuinely nice guy and that always come through with his characters. It has created some tension in the past (not KO'ing minions) but its nice to see it pay off occasionally as well.

The section in the Hall was cribbed largely from the Thunderspine Labyrinth module. I have stolen various parts of the setting and the name and added a variety of conflicts between the residents and quests. I also heavily reflavoured a bunch of stuff. I didnt want the Dwarves in charge of the hold so they and the orcs got shifted to various human scum. I also knew something as silly as beard spines would produce only mockery from my group so instead they got little glass vials of acid which worked much better.

The group turned down the chance to help the Tiefling, not really surprising given their feelings on Tieflings. They did decide to take on Rothaars quest to kill his treacherous brother and try to free his people.

The Chewi manouver is one we have used several time before in different games. Its an old one but a classic and the gate guards weren't very bright. Assamber also bluffed like a madman despite not having the skill. The fights throughout the first area were fast and brutal. We had a time limit of 10pm so were motivated but I am continually impressed by the speed of 4e combat, especially for a group not really used to it.

The section in the Great Hall was interesting. Artemis had been scouting ahead and had successfully locked one sleeping guard in his room with some Thievery shennanigans. We have a tendency to introduce stake setting into any game we play and D&D is no different. If he succeeds he gets info on the layout of the upcoming areas. If he fails something bad happens, generally a guard walks in on him or an alarm is raised. His Stealth roll was a 1, miserable failure. He surprised a slave who managed to alert the whole place.

Of course he could have remembered that Udun blessed them when they left allowing each of them one reroll but he didnt...:)

The fight with Rundarr was great fun. Stinking Cloud is very dangerous, as are criticals from magic great axes with the high crit property. Rundar was an elite with 180 HP, he lasted maybe 4 rounds and suffered about three criticals.

We also had our first use of the "stunt point". So far we have had a few people stunting in combat but it can sometimes be difficult, either because different people have different ideas of what should happen or what is cool. I have given each player a "Stunt Point", like an action point. It lets them have a go at some unlikely combat move without an option for sayin "no." It might not work, it might be really difficult, it mgiht be a "yes but" answer but the player gets to choose. They work like action points and encourage players to go for the more dramatic rather than just using a power.

If only Artemis hadnt fluffed his stealth roll the main building might still be blissfully unaware of their presence.

Finally, one of the best things about this session was that we fitted the entire thing into about 4 hours. It didnt flag at any point, everyone got to be invovled and interested even when it wasnt them "on stage" and the pacing was great.

Session 6: AP Part 3

The group decide to use what has now become known as the “Chewie maneuver.” Assamber disguises himself as one of Paldemar’s apprentices with Azhanti in chains. They hope that will get them inside before anyone realizes the trick. They have a master key for the place and a map provided by Rothaar but they know they can’t have anyone raise the alarm. If Paldemar is alerted then he will arrive in no more than 10 minutes, the time needed to teleport into the complex from his hidden stronghold. If that happens they are probably toast.

Amazingly the gamble works. They bluff their way into the main guard house and Morn disables the alarm gong before they know what’s going on. The fight is short and brutal and none of the guards even get close to escaping. Artemis goes sneaking further into the complex. He finds a guard asleep in one of the barracks and quietly jams the door lock. He also finds the smithy, getting an idea of the layout and who is there.

Another door is kicked in and the combat is again swift and deadly. Assamber freezes their enemies in place and while it looks like the Smith Urvol might cause some pain he eventually has to flee and is cut down. Having cleared out the first gate house they are feeling confident and push on to the Main Hall with what is becoming standard operating procedure. Artemis will scout ahead and the rest follow behind.

Unfortunately it doesn’t work this time. As he heads towards the Great Hall the door opens and a dwarven slave cries out in startled alarm, a tray of noisy crockery crashing to the floor. Rundar and his guards are alerted and battle is quickly joined. Things could go badly but Assamber brings briny death down into the room and Azhanti easily holds off the guards who try to attack them from behind.

The lackeys are disposed of quickly, one tries to run for it but icy death at Assemblers’ hands awaits him. Rundarr finds himself choking in the poisonous cloud and beset on all sides. As he begins to rage he expands growing to the size of a Giant and crushes Morn to the ground. Unfortunately he doesn’t realize that this just makes him madder. Azhanti sets the flame of Vulcan in his heart and the power of the Unfettered God spurs him forward. Rundarr can’t keep him down and Azhanti nearly severs his leg at the knee with a massive critical. Unable to withstand the assault he falls. As he collapses he shrinks, first into the form of Rundarr and then again into a grey hairless creature with bulbous eyes wearing a silver circlet.

Gathering up the circlet the group takes a breather, confidant that no-one knows they are here…

*cut scene*

The face of the Wizard Paldemar appears in the smooth obsidian sphere. “What do you mean intruders, who would dare to challenge me here?” Paling at his master’s anger, Murklemar, Captain of his Guard tries to explain. “They struck viciously and without warning my Lord. If my scout had not come to warn me we when the Great Hall was breached we would not have known until they were upon us.”

“Silence fool. Your incompetence will no longer be tolerated. I will arrive shortly to deal with these matters personally.”

Session 6 AP: Part 2

Heading into the darkness the group can hear the howls of hyenas behind them and the grinding of metal on metal. The tunnel twists and turns and they descend far into the earth. After what seems like hours it opens into a cavern, light glowing from stones set into the ceiling. The sorcerous light reveals a veritable town, buildings litter the floor haphazardly, a tower is built into one corner and an underground stream spills into the cave and disappears into the rock.

Looking around the group quickly come on Rothaar’s Taproom, the very name they have been told to watch out for. A stockade next to it provides comfort for their riding lizards as they make their way inside the smokiest smelliest dive filled with all the worst sort of people. The group feels right at home and soon intimidate themselves a table in the middle.

Unsurprisingly they attract some attention. The first shock for the group is Rothaar himself, a Dwarf although unlike those they saw in the murals. His skin is grey rather than living metal and he has hair and a beard. Not what they were expecting at all! Artemis tries the direct approach but without success while Azhanti demonstrates unusual tact and secures them a meeting later that night.

Assamber does some scouting of his own and chats away with a down at heel tiefling noble whose family was ousted from the city years ago by the Trak’Ar’s. He happily fills Assamber in on some history. Paldemar came to the city about 30 years ago and allied with the dwarves. He spent time exploring the undercaverns and in time found and took control of the Bronze Warders, giant bronze golems of bull headed men. By some treachery he invaded the dwarven hold and slew many, enslaving the rest. He freed Rothaar although he doesn’t know why. Now Paldemar controls the Hall and allows others to explore the ruins provided he gets first pick of any interesting artifacts.

Which brings things around to the point. The noble wants a group of skilled individuals possessed of discretion to recover an item he recently had confiscated. It is a bronze heart currently in the customs house guarded by Orontor, one of Paldemars apprentices and the ogre Bruug.

The group discusses their options. The tiefling is offering decent cash but they are wealthy enough already. He is also offering a favour from his house but that may not be worth much. Eventually they decide against and instead try and get what information they can from Rothaar. As the tavern empties he comes to talk to them.

The group is keen to learn about how to disable or control Golems. Rothaar claims he can’t help them, they need to go further into the mountains to find his people. He can provide a map but only if they help him. His brother Runthar betrayed their people to Paldemar and now serves as his aide. He wants him dead. If they kill him he will give them the map. If they free his people he will lead them there himself.

Session 6: AP Part 1

We played again tonight and I wanted to get the details down while they were still fresh in my mind.

The session opened with the group returning to the Clan Sietch with the body of Agamon, the former chief. His funeral will take a week to complete and they don’t have that long to wait. A new Chief will be chosen after a period of mourning and the group don't consider interfering in the process, a decision which may come back to bite them later.

Before heading South they discuss whether to try and invoke the spirits of the desert to slow the Dragonborn army. If they want to do it then Artemis will need to invoke their aid with the blessing of the witch Sybelle. This will cost him as his family is tainted by its association with the Tieflings. They decide not to and leave things be for now.

They head into the southernmost desert with a Clan Antarion escort. At the very edge of the Pashtun lands they are told of an old hermit, Udun, who lives on the edge of the Badlands who might be able to help them. Many people mutter about how they are mad and their bones will end up bleached by the sun.

Ignoring this sage advice they head out anyways. They find Udun living in a small hut on stilts surrounded by the bones of ancient creatures. He is a stunted and suspicious old shaman but quickly swayed by offers of food and wine. He tells the group of a way through the Badlands to the Forbidden City, a ruined Giant Hold now controlled by the Wizard Paldemar. The name is familiar to some. Paldemar is a former rival of Darius, leader of the Cabal, who was thought to have died in a power play 30 years ago. He warns the group that the City has become a hive of scum and villainy, populated by thieves, murderers, exiles and tomb robbers. He also gives them the name of a man he has heard of there, one Rothaar. He also warns the group of the People of the Rock, twisted bestial humans, one time slaves in the Giant Hold who now infest the Badlands.

As night falls Assamber and Udun talk shop, discussing magic item creation. The group have the hide of the dragon and Assamber is keen to create something from it. He leaves with the very strong impression that Udun is not quite just the mad old hermit that he appears to be.

Azhanti spends the evening meditating in the rocks. His presence attracts many spirits of the area, once desert powers who have been pushed to the very edge of extinction in this blasted wasteland. He opens himself to them and offers them power in return for their aid (Azhanti multiclasses into Feypact Warlock)

Setting off the next day the group head into the Badlands Their directions are generally spot on but some of their exploration isn’t. They disturb a grave ghost of the Beastmen and only just escape their ambush by the skin of their teeth. Fleeing into the mountain pass the pursuing creatures refuse to follow them. As night falls they enter the valley and see the ruined city built into the side of the mountain. The howls of hyena’s greet their arrival and they spur their riding lizards down into the valley and into the bowels of the city escaping their pursuers.