Page 1 of 1

Let's Play #5 Scales of War 1) Rescue at Rivenroar ENC#7

Posted: Fri Oct 25, 2013 6:38 am
by goonalan
Let's Play #5 Dungeon Magazine Scales of War #1
Rescue at Rivenroar (Level 1)


Image

PC's
Thug, Male Bugbear Fighter 1
Snatch, Razorclaw Shifter Ranger 1
Chiggers, Male Dragonborn Cleric of the Raven Queen 1
Miss Teri, Female Shadar-kai Rogue 1
Gargemel, Male Dragonborn Sorcerer 1

This scenario was played in entirety using maptools, the players didn’t choose this scenario- I did, in the hope that they would like it and want to play their way through the entire series, you’ll have to hang on to see how that played out.

So the players were told to prepare a first level PC, they were allowed to chat to each other to get a good balance for the party but only to discuss classes, not races, or names or anything else for that matter. They were further told that they were either an adventurer already, or else they were on the brink of becoming adventurers- however they had as yet not met each other.

And so in the first session, on-line, the guys started out in the Nentir Inn, Fallcrest- not the map you’ll see for the for the first encounter in this Let’s Play write up, my maptools maps are much, much better. The guys have been using Fallcrest as a base for their operations, for a dozen or more different characters, for the last year or three, its home to them. The players know Fallcrest, they know the Nentir Inn, and to some degree- decided by the players, they are locals.

Which is what I wanted to get to- the PCs need to have a vested interest in the city, they live and work in Fallcrest- that was the important bit.

So, I let them be in the bar for a bit, not too long- I didn’t want them to introduce themselves to each other, so I started with a little role-play- other locals friendly faces they know in the pub. I got the players to help me out with names and occupations for their friends. I wanted the guys to think I was playing nice when all along I was planning to kill their buddies- what a mean man I am.

You’ll see.

Next up the PCs.

Re: Let's Play #5 Scales of War 1) Rescue at Rivenroar

Posted: Fri Oct 25, 2013 6:40 am
by goonalan
Let's Play #5 Dungeon Magazine Scales of War #1
Rescue at Rivenroar (Level 1)


The PCs

PCs
Thug, Male Bugbear Fighter 1
Snatch, Male Razorclaw Shifter Ranger 1
Chiggers, Male Dragonborn Cleric of the Raven Queen 1
Miss Teri, Female Shadar-kai Rogue 1
Gargemel, Male Dragonborn Sorcerer 1


I’ve lost the various Character Builder files for all of the PCs in this scenario, although I did have them built and saved off in various maptools campaign files. So, I’ve recreated them below on the CB, although when we played this scenario I don’t remember Themes being used. I’ve done the best I can.

Image

Chiggers (played by Paul)

====== Created Using Wizards of the Coast D&D Character Builder ======
Chiggers, level 1
Dragonborn, Cleric (Templar)
Build: Battle Cleric
Cleric Option: Healer's Lore
Dragonborn Racial Power Option: Dragon Breath
Dragon Breath Key Ability: Dragon Breath Strength
Dragon Breath Damage Type: Dragon Breath Lightning
Born Under a Bad Sign (Born Under a Bad Sign Benefit)
Theme: Ordained Priest

FINAL ABILITY SCORES
STR 18, CON 12, DEX 11, INT 10, WIS 14, CHA 15

STARTING ABILITY SCORES
STR 16, CON 12, DEX 11, INT 10, WIS 14, CHA 13

AC: 16 Fort: 14 Ref: 10 Will: 14
HP: 30 Surges: 8 Surge Value: 8

TRAINED SKILLS
Diplomacy +7, Heal +7, Insight +7, Religion +5

UNTRAINED SKILLS
Acrobatics –1, Arcana +0, Athletics +3, Bluff +2, Dungeoneering +2, Endurance +0, History +2, Intimidate +4, Nature +2, Perception +2, Stealth –1, Streetwise +2, Thievery –1

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Ordained Priest Attack: Smiting Symbol
Dragonborn Racial Power: Dragon Breath
Cleric Feature: Divine Fortune
Cleric Feature: Turn Undead
Cleric Utility: Healing Word
Cleric Attack 1: Righteous Brand
Cleric Attack 1: Priest's Shield
Cleric Attack 1: Wrathful Thunder
Cleric Attack 1: Avenging Flame

FEATS
Level 1: Ritual Caster
Level 1: Bludgeon Expertise

ITEMS
Ritual Book
Comrades' Succor
Unseen Servant
Chainmail x1
Adventurer's Kit
Morningstar x1
Holy Symbol x1
Javelin
====== End ======

Image

Gargemel (played by Dave)

====== Created Using Wizards of the Coast D&D Character Builder ======
Gargermel, level 1
Dragonborn, Sorcerer
Build: Dragon Sorcerer
Spell Source Option: Dragon Magic
Dragon Soul Option: Dragon Soul Acid
Dragonborn Racial Power Option: Dragon Breath
Dragon Breath Key Ability: Dragon Breath Strength
Dragon Breath Damage Type: Dragon Breath Fire
Born Under a Bad Sign (Born Under a Bad Sign Benefit)
Theme: Order Adept

FINAL ABILITY SCORES
STR 15, CON 12, DEX 10, INT 10, WIS 9, CHA 20

STARTING ABILITY SCORES
STR 13, CON 12, DEX 10, INT 10, WIS 9, CHA 18

AC: 12 Fort: 12 Ref: 10 Will: 17
HP: 32 Surges: 7 Surge Value: 9

TRAINED SKILLS
Arcana +5, Athletics +7, Bluff +10, Intimidate +12

UNTRAINED SKILLS
Acrobatics +0, Diplomacy +5, Dungeoneering –1, Endurance +1, Heal –1, History +2, Insight –1, Nature –1, Perception –1, Religion +0, Stealth +0, Streetwise +5, Thievery +0

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Order Adept Attack: Argent Rain
Dragonborn Racial Power: Dragon Breath
Sorcerer Attack 1: Acid Orb
Sorcerer Attack 1: Burning Spray
Sorcerer Attack 1: Tempest Breath
Sorcerer Attack 1: Lightning Breath

FEATS
Level 1: Staff Expertise

ITEMS
Adventurer's Kit
Cloth Armor (Basic Clothing) x1
Staff Implement x1
====== End ======

Image

Miss Teri (played by Becky)

====== Created Using Wizards of the Coast D&D Character Builder ======
Miss Teri, level 1
Shadar-kai, Rogue (Scoundrel)
Build: Shadowy Rogue
Rogue Tactics Option: Cunning Sneak
Rogue Option: Scoundrel Weapon Talent
Born Under a Bad Sign (Born Under a Bad Sign Benefit)
Theme: Scion of Shadow

FINAL ABILITY SCORES
STR 10, CON 10, DEX 20, INT 16, WIS 9, CHA 10

STARTING ABILITY SCORES
STR 10, CON 10, DEX 18, INT 14, WIS 9, CHA 10

AC: 17 Fort: 11 Ref: 17 Will: 10
HP: 32 Surges: 6 Surge Value: 8

TRAINED SKILLS
Acrobatics +12, Bluff +5, Insight +4, Perception +4, Stealth +12, Thievery +10

UNTRAINED SKILLS
Arcana +3, Athletics +0, Diplomacy +0, Dungeoneering –1, Endurance +0, Heal –1, History +3, Intimidate +0, Nature –1, Religion +3, Streetwise +0

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Scion of Shadow Utility: Eyes of Night
Shadar-kai Racial Power: Shadow Jaunt
Rogue Attack 1: Gloaming Cut
Rogue Attack 1: Clever Strike
Rogue Attack 1: Acrobat's Blade Trick
Rogue Attack 1: Confounding Attack

FEATS
Level 1: Backstabber

ITEMS
Adventurer's Kit
Leather Armor x1
Dagger x12
Shuriken
Thieves' Tools
====== End ======

Image

Snatch (played by James)

====== Created Using Wizards of the Coast D&D Character Builder ======
Snatch, level 1
Razorclaw Shifter, Ranger
Build: Archer Ranger
Fighting Style Option: Archer Fighting Style
Ranger Option: Prime Shot
Born Under a Bad Sign (Born Under a Bad Sign Benefit)
Theme: Hordelands Nomad

FINAL ABILITY SCORES
STR 14, CON 11, DEX 20, INT 10, WIS 12, CHA 8

STARTING ABILITY SCORES
STR 14, CON 11, DEX 18, INT 10, WIS 10, CHA 8

AC: 18 Fort: 13 Ref: 16 Will: 11
HP: 32 Surges: 6 Surge Value: 8

TRAINED SKILLS
Acrobatics +11, Athletics +6, Dungeoneering +6, Perception +6, Stealth +11

UNTRAINED SKILLS
Arcana +0, Bluff –1, Diplomacy –1, Endurance –1, Heal +1, History +0, Insight +1, Intimidate –1, Nature +1, Religion +0, Streetwise –1, Thievery +4

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Razorclaw Shifter Racial Power: Razorclaw Shifting
Hunter's Quarry Power: Hunter's Quarry
Ranger Attack 1: Twin Strike
Ranger Attack 1: Hunter's Teamwork
Ranger Attack 1: Two-Fanged Strike
Ranger Attack 1: Hunt's End

FEATS
Mounted Combat
Defensive Mobility
Level 1: Bow Expertise

ITEMS
Adventurer's Kit
Hide Armor x1
Longbow x1
Longsword
====== End ======

Image

Thug (played by Iain)

====== Created Using Wizards of the Coast D&D Character Builder ======
Thug, level 1
Bugbear, Fighter (Weaponmaster)
Build: Great Weapon Fighter
Fighter Option: Combat Superiority
Fighter Talents Option: Two-handed Weapon Talent
Born Under a Bad Sign (Born Under a Bad Sign Benefit)
Theme: Mercenary

FINAL ABILITY SCORES
STR 20, CON 14, DEX 12, INT 10, WIS 11, CHA 8

STARTING ABILITY SCORES
STR 18, CON 14, DEX 10, INT 10, WIS 11, CHA 8

AC: 17 Fort: 17 Ref: 11 Will: 10
HP: 35 Surges: 11 Surge Value: 8

TRAINED SKILLS
Athletics +10, Endurance +7, Intimidate +6

UNTRAINED SKILLS
Acrobatics +1, Arcana +0, Bluff –1, Diplomacy –1, Dungeoneering +0, Heal +0, History +0, Insight +0, Nature +0, Perception +0, Religion +0, Stealth +3, Streetwise –1, Thievery +1

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Mercenary Attack: Takedown Strike
Bugbear Racial Power: Predatory Eye
Fighter Attack: Combat Challenge
Fighter Attack 1: Cleave
Fighter Attack 1: Reaping Strike
Fighter Attack 1: Steel Serpent Strike
Fighter Attack 1: Lasting Threat

FEATS
Level 1: Axe Expertise

ITEMS
Adventurer's Kit
Scale Armor x1
Greataxe (Large) x1
Crossbow (Large)
====== End ======

Re: Let's Play #5 Scales of War 1) Rescue at Rivenroar PCs

Posted: Fri Nov 01, 2013 10:24 am
by goonalan
Let's Play #5 Dungeon Magazine Scales of War #1
Rescue at Rivenroar (Level 1)


Session 1.

Image

Encounter #1 Bar Fight!

Image
The Nentir Inn, or at least the map from the scenario.

Prior to the action the players, who don’t know each other, are in the bar chatting to their friends- I asked each player to name and describe who they were drinking with. So Thug is with his supervisor, and several dockworker friends; Miss Teri is entertaining several potential marks; Gargemel is with a ‘lady’ friend- and making progress; Snatch is with a prospective client- a furrier and Chiggers is talking with the local sexton.

I specifically had the PCs do this so that they’d get the idea that they are at home here, both in the Inn, and in Fallcrest- the place is home to them.

And so when there’s a bunch of screams outside the Inn and a bunch of Hobgoblin Grunts burst in to the place- from several entrances, then the PCs are on the back foot.

Bad Guys 152 XP Level 1 Encounter
Hobgoblin Grunt Level 3 Minion x4

Image

Image

The hobgoblins, screaming and shouting in their foul tongue, smash their way in to the mill of patrons- hacking and slashing with their longswords. Two of Thug’s friends are cut down- including his supervisor who took a chance on him in the first place; it’s hard to get a job if you’re a bugbear, the kindly older human is decapitated (a critical hit).

There’s no time to react, or at least everything happens so fast, more hobgoblins smash their way in to the Inn, as does a cloaked goblin brandishing a flaring bitumen torch.

Bad Guys 366 XP Level 1 Encounter
Hobgoblin Grunt Level 3 Minion x7
Goblin Blackblade Level 1 Lurker

Image

Image

Another of Thug’s friends is cut down- stabbed in the gut, the blood flows as the stevedore flops to the floor. Thug is stabbed in the back, the big minotaur winces and draws his weapon. Two more of the grunts gang up on Chiggers, the Cleric of the Raven Queen, is cut twice and slammed against the bar. Gargemel’s ‘lady’ friend has her throat cut- the devastation is terrible to behold- patrons scream and rush to get away from the ferocious goblinoids.

Miss Teri suddenly shimmers and disappears, her Shadow Jaunt, reappears- unseen, in the midst of the grunts, she slashes with her blade in a great arc, an Acrobat’s Strike- two of the grunts down dead, the shadar-kai then tumbles back out of the fracas, still unseen. Chiggers draws his morning star and flails wildly, clearing a circle to work in, he hawks and unleashes a fan of lightning from his maw, the two grunts before him are left frazzled and burnt, and dead.

Suddenly a bitumen torch lands on the bar next to Chiggers, flames leap and the dragonborn is burnt, and left bloodied- a little way off the goblin blackblade gets another torch ready to throw. Thug Cleaves through the two grunts that slew his friends, the bugbear is screaming- furious and out for revenge, he spies the goblin blackblade and moves towards the goblinoid.

Gargemel joins the chorus, bellowing his rage, an Acid Orb smashes in to the goblin, it screams as it burns. Snatch meanwhile climbs on to the bar, draws his longbow- notches and arrow, and takes aim; the goblin blackblade is pinned to the wall by Snatch’s Twin Strike, the goblin is bloodied, almost dead.

And yet more hobgoblin grunts charge in to the Inn.

Bad Guys 442 XP Level 1 Encounter
Hobgoblin Grunt Level 3 Minion x9
Goblin Blackblade Level 1 Lurker

A grunt charges in to Chiggers, the Priest of the Raven Queen staggers, only just able to keep his feet. Miss Teri suddenly appears again behind one of the grunts rushing in to the Inn, the shadar-kai sinks her blade in and then moves away again, the grunt drops.

Chiggers, still too close to the fire, mutters a prayer to his dark mistress- Healing Words, his wounds instantly heal over. The dragonborn looks around; there are just two grunts and the pinned goblin left alive. The Priest charges the goblin and smashes it down with his morning star.

Thug diverts his charge, the minotaur bellows and Cleaves with greataxe, cutting the last two hobgoblin grunts down with one massive swipe of his blade.

“It’s over!” A man yells from behind the bar.
“Shut up!” Gargemel growls, while Snatch holds his hand up indicating silence.

The fire on the bar continues to burn- almost the only sound from within the Inn.

Suddenly a door smashes open, a wailing hobgoblin grunt rushes in, and smashed by an Acid Orb which burns a hole clean through the goblinoid.

Moments later a window smashes and a second goblin blackblade tumbles in through the opening, the creature stands atop a table- just about to throw the bitumen torch he wields.

Bad Guys 580 XP Level 1 Encounter
Hobgoblin Grunt Level 3 Minion x10
Goblin Blackblade Level 1 Lurker x2

One of Snatch’s arrows thuds in to the goblinoid, followed by a dagger flung from the shadows by Miss Teri, the goblin staggers a great slick of blood down its chest, at which point Chiggers steps up and smashes the creature back through the window and out of the Inn.

Gargemel and Chiggers bark orders, a bucket chain is formed- the fire on the bar, with Thug at the forefront of the action is quickly put out.

“Chiggers, Priestess of the Raven Queen, Usher of the Dead.” Chiggers states, and offers his hand to Gargemel.
The dragonborn sorcerer nods awkwardly at Chiggers.
“Thug.” Thug states.
“Snatch.” Snatch states- both at the same time.
The two grin and then nod at each other.
“Wasn’t there someone…” Chiggers starts, but is cut off- the door bursts open again causing the congregated adventurers to tense, a bloody Fallcrest Guardsman rushes in and screams- “OGRE!”

580 XP Level 1 Encounter
Hobgoblin Grunt Level 3 Minion x10
Goblin Blackblade Level 1 Lurker x2

Comment: Nice opener, worked better because several of the players were provided with ample reasons to take up the fight- what with the death of their friends.

Also I didn’t give the players more than five minutes real time before having the guardsman rush in and start the next encounter.

Re: Let's Play #5 Scales of War 1) Rescue at Rivenroar ENC#1

Posted: Fri Nov 08, 2013 9:45 am
by goonalan
Let's Play #5 Dungeon Magazine Scales of War #1
Rescue at Rivenroar (Level 1)


Session 1.

Image

Encounter #2 The Ogre Bombardier

Image
The Nentir Inn, or at least the map from the scenario.

The four adventurers- Thug, Gargemel, Snatch and Chiggers spill out on to the street, the fifth adventurer, Miss Teri, having exited the Inn unseen moments before.

Fifteen yards away is a strange looking sight, an Ogre is harnessed to a four wheeled cart, the cart contains a bunch of kegs and a pair of Hobgoblin Archers.

Bad Guys 650 XP Level 2 Encounter
Hobgoblin Archer Level 3 Artillery x2
Ogre Savage Level 8 Brute

Image

Image

Image

Closer to the Inn, and the observers, a pair of Fallcrest Guardsmen- one badly injured and being dragged away by his comrade, the pair are screaming and gesticulating at the terrible spectacle behind them.

The Ogre scoops up one of the kegs from the cart, suddenly something sparks in to life- a fuse burns, the Ogre flings the keg which smashes in to the roof of a nearby structure- a house, the keg explodes and the building’s roof is in flame.

A second or so later an arrow slams in to the back of the wounded guardsman being dragged to safety, the human falls from his colleague’s grip on to the cobblestones, dead.

Snatch rushes forward, to the corner of a building so he has some cover, draws his bow and take a moment to take aim and then fires two arrows in quick succession, his Two-Fanged Strike, alas only one arrow hits home. The missile thuds in to the Ogre’s shoulder causing it to stagger and almost trip.

Thug is already in motion, he rushes forward at full speed, straight for the great humanoid, the bugbear ends his Charge by smashing his greataxe in to the giant. Alas the Ogre has time to ready itself for the adventurer’s charge; it swats out with a great club, an Angry Smash, and knocks Thug back.

The two hobgoblin archers leap from the cart and scurry back a little way, then-as one, they fire- Thug is hit twice, left reeling, bloodied and almost broken. Chiggers is quickly over to keep Thug in the fight, he points to the bugbear and mutters a prayer, suddenly the fighter’s wounds heal over- the minotaur bellows his thanks.

Chiggers merely steps to the side and smashes his morning star in to the Ogre, the great beast roars and hefts its club above its head, an arrow suddenly sprouts from the giant’s neck, spurting a geyser of blood, the creature struggles to cap the flow. A dagger spins out of the darkness and just misses the Ogre- where did that come from, on a nearby roof a shadow shifts and Miss Teri curses under her breath.

Thug steps in and slices with his Steel Serpent Strike, he guts the giant and then follows up with a Lasting Threat, chopping almost all the way through the Ogre’s right arm- which flops useless to the great beast’s side. The Ogre prods out with its club- Chiggers and Thug easily dodge the one-handed thrust.

THUD!
THUD!

The hobgoblin archers are still in sync, Thug sprouts two more arrows and then falls to the floor, bleeding profusely.

Chiggers prays and the bugbear’s eyes flicker open, the dragonborn Priest of the Raven Queen dodges in and smashes hard at the Ogre’s leg, the giant collapses in slow stages, but there’s no way back for the beast- moments later it lies dead.

Snatch moves forward, finds new cover, and then stops again and aims- one of the hobgoblin archer’s clutches at its side and curses; seconds later it staggers as it sprouts a dagger from its chest, Miss Teri drops to the ground and scuttles in to the shadow of the cart.

Thug staggers to his feet- the second hobgoblin makes a break for freedom, the bugbear has other ideas, he rushes over to the cart and pushes with all his might- the cart is in motion, moments later it slams in to the hobgoblin and sends it spinning to the ground.

Which exposes Miss Teri, the shadar-kai is struck by a hobgoblin arrow; the second hobgoblin staggers back to his feet and draws his longsword- menaces Thug.

Gargemel employs his sorcerous powers- Tempest Breath, the hobgoblin archer with the bow is blasted by an acid storm and left screaming, staggering and very bloodied, but not for long- Snatch fires again and the hobgoblin is hit by both arrows of his Twin Strike, the creature drops dead.

Thug manages just a glancing blow to the last hobgoblin, who screams in alarm and dodging attacks attempts to flee the scene. Gargemel and Chiggers climb up on to the cart, the sorcerer hurls an Acid Orb in to the back of the fleeing goblinoid, Chiggers follows up with a pinpoint accurate javelin- the bloodied hobgoblin staggers, almost falls.

THUD!

Snatch saves the second arrow of his Twin Strike.

The last enemy drops dead.

650 XP Level 2 Encounter
Hobgoblin Archer Level 3 Artillery x2
Ogre Savage Level 8 Brute

Moments later a squad of the Fallcrest Guard rush on to the scene, the adventurers have already searched the fallen hobgoblins and the ogre- the only thing of note are the markings on their armour- a bloody hand, a terrible reminder of Fallcrest’s past.

Comment: The players loved the start, the fact that they didn’t know each other prior to the attack; they likewise liked the pace of the attack.

All in all and excellent opening that left the players excited- Goblins, in Fallcrest! That’s not right, and they want to know why and what they can do to stop it happening again. They’re on-side and up for the adventure.

Re: Let's Play #5 Scales of War 1) Rescue at Rivenroar ENC#2

Posted: Fri Nov 15, 2013 9:23 am
by goonalan
Let's Play #5 Dungeon Magazine Scales of War #1
Rescue at Rivenroar (Level 1)


Session 1.

Image

Encounter #3 Meeting Eoffram Troyas Skill Challenge.

Twenty minutes later the adventurers are back in the Inn, having been ordered to get back inside by a passing patrol of Fallcrest Guards, there are wounded people to care for, and others that need to be calmed. Chiggers tries his best to help but gets rebuffed more often than not- not too many of the citizens are comfortable in the presence of the Priestess of the Raven Queen.

Gargemel is bristling- the sorcerer wants to be out on the streets of the city, although it’s quiet outside now, clearly some great event has occurred, or rather is occurring.

Thug and Snatch help out where and when they can, but otherwise keep their own council, Miss Teri has still not shown herself since the fight with the Ogre, Snatch has spotted the shadar-kai once or twice within the crowd but has not had the chance to speak with her.

The adventurers wait is rewarded, a well-dressed human strides in to the Inn with a squad of Guardsmen, led by a young Captain.

“I am Eoffram Troyas, of the Fallcrest City Council”, the man begins, the bar falls to silence, Eoffram continues- “I apologise for keeping you here at the Inn, I ask only a few more minutes of your patience.”
“What’s going on?” Gargemel growls.
“The City was attacked moments ago by a group of goblinoids, the creatures seemed to somehow appear in the centre of Hightown- the group caused some minor destruction but was quickly and forcibly subdued. However our efforts were hampered when a number of other smaller groups of goblins probed the less well-defended areas of the city, including here.”

There’s a clamour of noise, people shouting, others trying to get free of the crowd- to get back to the city proper, and to their loved ones.

Eoffram tries his best to keep order-

“Please. PLEASE- leave peaceably, if you are travelling back in to the city then do not go alone, while the goblins are defeated it cannot be discounted that there are stragglers still in the vicinity. Travel in groups…”

The clamour strikes up again, but Eoffram is still not finished.

“I would speak with those that defended the Inn, if you can identify yourselves, please. I’ve had reports of an Ogre… Please stay behind.”

Five minutes later and the Inn is much less busy, and the bar has opened again, Gargemel, Thug, Snatch and Chiggers are sat with Eoffram and the guard captain. The council man has concluded his questioning regarding the attacks on the Inn, although it seems the adventurers have more questions for Eoffram.

Bad Guys 200 XP Level 1 Encounter
Impressing Troyas- Skill Challenge Level 1 Complexity 2

Chiggers is the diplomat of the group, he politely but insistently interrogates the council man, trying to discern what other things Eoffram knows, he’s certain that there’s more to the story than they have been told.

Gargemel impresses, the dragonborn blusters and yet he seems able to back up his claims, he asks about the relevance of the Bloody Hand emblem on the goblin’s attire, he probes and digs deep, leaving Eoffram stumbling and unsure.

“They took something- didn’t they?” Miss Teri seems to appear from nowhere directly before Eoffram, the council man jumps back in fright- takes to his feet, hands waving, trying to keep the adventurers enquiries at bay.

The official and the guard captain are suddenly in a rush to be away, they get close to the door, but not through it, first Thug and then Snatch bar their exit.

“Perhaps we can help you with your problem.” Chiggers states.

Eoffram looks at the guard captain, the young man nods.

“You’re right, there’s more to this tale- walk with us, I’ll tell you what I know.”
“Where are we going?” Gargemel asks.
“The Wizard’s Gate.” Eoffram replies.
“What’s there?” Chiggers asks.
“The prisoner- we caught one of the buggers alive.”

Eoffram and the guard captain with the rest of the squad head out, the adventurers following on after.

200 XP Level 1 Encounter
Impressing Troyas- Skill Challenge Level 1 Complexity 2

Comment: It’s good to talk. I just told the players that Eoffram was a potential patron and that they had a minute each to impress the council member, one speech or piece of action, or a combination of both each.

Re: Let's Play #5 Scales of War 1) Rescue at Rivenroar ENC#3

Posted: Fri Nov 22, 2013 3:05 am
by goonalan
Let's Play #5 Dungeon Magazine Scales of War #1
Rescue at Rivenroar (Level 1)


Session 1.

Image

Encounter #4 Interrogate Morrik Skill Challenge.

En route Eoffram tells all- the goblins that invaded Hightown seem to have come from the sewers, the likelihood is they were helped in this endeavour; this will be investigated. The creatures attacked a number of sites within the city; in particular they targeted a small museum, called the Hall of Great Valor, which is an ante chamber of the Temple of Erathis. The museum contains all manner of items used to illustrate Fallcrest’s history- the goblins took several items, all of them connected with attacks of the Bloody Hand a century-and-a-half ago, when Fallcrest was almost destroyed.

This fact obviously connects with the markings on their armour, again the symbol of the Bloody Hand.

A group of the goblins got away, they definitely used the sewers to make their escape, worryingly there are several Fallcrest citizens unaccounted for, reports suggest the goblins took them prisoner.

Lastly, and perhaps most importantly, Eoffram is looking to employ a group of adventurers to track down the goblins, to rescue the citizens of Fallcrest, and the relics of the city’s history- he will obviously pay well, but the adventuring group must be ready to leave immediately.

By the time the group has arrived at the Wizard’s Gate a price has been agreed, and the adventurers have been hired.

Minutes later the Eoffram leads the five to a solid-looking iron door in the basement of the gatehouse. He nods toward the door, and then whispers.

“His name’s Morrik, he’s a foot soldier not a chief, but he must know something. Find out what.”

Bad Guys 200 XP Level 1 Encounter
Interrogating Morrik- Skill Challenge Level 1 Complexity 2

Moments later they’re inside- a plain stone room, a table and two chairs, a forlorn looking goblin- bruised and battered, with one closed eye, is sat on one of the chairs.

Chiggers takes the other chair, the others lounge, which none of them really know how to do- their default setting is menacing. The Priest of the Raven Queen is, as always, the diplomat- Morrik is soon chattering away, convinced that the dragonborn is someone of real authority. It soon transpires that the goblins hail from somewhere called Castle Rivenroar, or more accurately in the catacombs beneath the ruin of the castle.

Gargemel takes over, passes a piece of charcoal and paper over to Morrik, and then leans in and whispers something suitably terrifying involving fire and Morrik’s head; the goblin- tongue out, draws a fairly competent map outlining the route to Castle Rivenroar.

As soon as the map is completed Thug takes charge- which involves the goblin being lifted in the air and shaken- repeatedly and violently, of course- eventually, there’s a question.

“What tribe are you? What name of group? Who’s in charge? Who leads goblins?”
“Bloody Hand. Sinruth.” Morrik snaps back.

Sinruth, it transpires is a mighty and terrible goblin warrior, massively muscled and cruel- if Morrik’s description is to be believed.

Gargemel takes control of the situation again, he allows Morrik to sit back down, he calms the moment, and then whispers some more terrible things in to the goblin’s ear, the goblin blanches and gulps.

“Why did you come to Fallcrest?” Gargemel softly enquires.

Morrik explains that the goblins were here to take back the things that Sinruth said were rightfully theirs- the weapon, armour, and emblems of the Bloody Hand. They were also told to take prisoners in the raid.

“Why? Why take prisoners?” Snatch snaps and glares at Morrik.
“For dead things- undead things.” Morrik replies.
“What dead things? Where are they?” Chiggers asks politely, with a gleam in his eye.
“In catacombs, they make pact with Sinruth- fight for Sinruth!”

The goblin adds.

Twenty minutes later the adventurers have reported all of their findings to Troyas.

200 XP Level 1 Encounter
Interrogating Morrik- Skill Challenge Level 1 Complexity 2

Comment: I got the players to write down their questions before getting in to the action, rather than have them run out of steam halfway in- just five minutes to chat OOC to be ready.

Re: Let's Play #5 Scales of War 1) Rescue at Rivenroar ENC#4

Posted: Fri Nov 29, 2013 12:07 pm
by goonalan
Let's Play #5 Dungeon Magazine Scales of War #1
Rescue at Rivenroar (Level 1)


Session 1.

Image

Encounter #5 Tracking the Goblins Skill Challenge.

The adventurers have the rest of the evening to get things together for their journey, they’re to set off at 6 AM the next morning.

In game I allow the players a total of thirty minutes role-play and shopping, the guys divide their time between topping up their gear and trying to find out a little but about Castle Rivenroar.

They discover, via a variety of sources, that the ruin was once the base for a number of families in ages past, over the last two to three centuries the castle as served as the family seat for at least three self-styled baron’s or earl’s- the inhabitants were however bandit lords. The families were the Von Urstadt’s, the Von Jallach’s and the Von Adrez-Kauthin, no more information is forthcoming, and there appear to be no living relatives of the families in Fallcrest.

The next day the adventurers are met at the gate by the young guard captain, Ferris by name, and given a list and description of the citizens taken, and the relics stolen-

Citizen’s missing presumed taken-
Jalissa, a young Acolyte of Ioun.
Sertanian, the castellan of the Hall of Great Valour, the museum from which the artefacts were taken, he’s an old man.
Thurann, an 8 year old boy, son of Guard Captain Kartenix (see below).
Mirtala, a middle-aged woman, a cook.
Zerriksa, A crone who sells herbs and poultices in the market.
Adronsius, a dwarven alchemist.
Kartenix, a Guard Captain in Fallcrest, his son was also taken (see above).

Relic’s missing-
Ornate dragoncrested helm.
Ceremonial platinum longsword.
Set of three shields all bearing the Bloody Hand insignia.
Set of iron gauntlets with silver filigree.
Heraldic battle standard depicting two hands clasped in a handshake.

The adventurers will receive a bonus for the return, alive in regard to the prisoners, of each of the above.

And so they head off.

The trip is actually made considerably easier because the guys possess a map of their journey, it’s more a case of the adventures travelling safely through the wilds, avoiding natural hazards et al, and staying on the track.

The journey they estimate will take six hours.

Bad Guys 300 XP Level 1 Encounter
Tracking the Goblins- Skill Challenge Level 1 Complexity 3

As stated above, the journey is more about keeping on track- with this in mind Gargemel and Miss Teri do the spotting, keeping their eagle-eyes out to note the geography and look for various landmarks described on Morrik’s map. The pair answer to Snatch, the ranger- obviously, leads the adventures through the wilderness; after all it’s what he’s good at.

The adventurers make good time, and after two hours are in good heart and moving through the wilderness well- without incident.

The second two hours passes also without incident, although several of the adventurers are blowing hard, it is noticeable that they are relying more and more on Snatch to keep them moving, spot landmarks and generally keep the guys together.

Still, they’re knocking off the miles.

In the final push, which actually only adds another hour on to the journey, the adventurers seem to get their second wind Miss Teri, who has still not introduced herself, is back to spotting, and seemingly incredibly good at it.

Snatch, with the shadar-kai’s help, leads them in to the ruins.

300 XP Level 1 Encounter
Tracking the Goblins- Skill Challenge Level 1 Complexity 3

Comment: A less interesting Skill Challenge, I divided the journey in to 2 hour segments- players could take Primary checks, or else Secondary checks to aid. All secondary checks were made first with the players describing their PCs actions. I also insisted that all the PCs should make an Endurance check for each 2 hour segment- more successes than failures needed, failure leading to the loss of a healing surge each.

I should have taken a little more time with this one, plotted out the journey with snippets of geography which require PCs to interact with- fast flowing streams, a log over a ravine, this kind of thing.

But I didn’t, I just relied on the players to try and fill the gaps- it didn’t work that well, still that’s a lesson learnt for next time.

Re: Let's Play #5 Scales of War 1) Rescue at Rivenroar ENC#5

Posted: Fri Dec 06, 2013 6:19 am
by goonalan
Let's Play #5 Dungeon Magazine Scales of War #1
Rescue at Rivenroar (Level 1)


Session 1.

Image

Encounter #6 Chamber of Flame Unbound (Area 1)

Image
The Chamber of Flame Unbound is in area 1 on the map (see below).
Image

Castle Rivenroar is a ruin, the remains of the walls are no higher than three or four feet high, the place has been decimated, destroyed by the Bloody Hand a century-and-a-half ago.

Snatch and Miss Teri are sent in to sneak around, see what they can find out. The pair return in five or so minutes- they’ve found a set of stairs leading down in to catacombs, the stairs lead down in to a lit chamber. Furthermore there are signs of a large group passing in to the catacombs a day or so ago, the pair are certain they are at the right place.

The adventurers move forward, and then led Miss Teri they sneak down the stairs, which proves to be their undoing- the shadar-kai is spotted immediately by a hulking Hobgoblin Soldier, who immediately shouts a warning.

The guards jump in to life.

Bad Guys 550 XP Level 1 Encounter
Hobgoblin Soldier Level 3 Soldier x2
Goblin Sharpshooter Level 2 Artillery x2

Image

Image

Image

Image

Miss Teri suddenly appears next to the hobgoblin’s after a Shadow Jaunt, trying to make up for her failure she opts to make the most of her First Strike. She catches the first hobgoblin guard with her Acrobat’s Blade Trick, the creature is slashed and cut badly.

The chamber itself is mostly plain stone, apart from two flaming braziers that light the area, there are double doors which head north, east and west- each set of doors has a placard, or nameplate, above.

All four of the goblinoids concentrate the efforts on riding themselves of the pesky shadar-kai, Miss Terri is cut twice by the hobgoblin’s longswords, and spiked by a sharpshooter’s crossbow bolt. The rogue staggers, bloodied- she needs saving.

Here come the cavalry.

Chiggers and Thug smash in to the already wounded hobgoblin guard- cut the beast down with a Righteous Brand and a Reaping Strike respectively. The Priest of the Raven Queen mutters a prayer and Miss Teri’s wounds fade to nothing.

Gargemel growls as he stomps in to the chamber, he unleashes a Burning Spray which momentarily engulfs, and burns, the second hobgoblin guard, noting the effect the dragonborn sorcerer follows up with his fiery dragon breath.

However Gargemel suddenly becomes the target of the goblinoids ire- the hobgoblin guard smashes his flail in to the sorcerer, the sharpshooters fire and Gargemel is hit again- the dragonborn is left bloodied and staggering.

Snatch fires in to the melee and the remaining hobgoblin guard sprouts an arrow, and is likewise bloodied, which provides Gargemel the opportunity to retreat; the sorcerer throws an Acid Orb in to the mix.

Miss Teri sneaks back in and flings a dagger in the back of the guard, less than a second later she’s hidden from sight behind one of the braziers. The guard slams Thug with his flail and then attempts to rush to the western doors; Thugs having none of it- he cuts the goblinoid down with his greataxe, and takes two crossbow bolts to the chest and gut thanks to the sharpshooters.

The goblins are in retreat- one heads over to the north doors and opens them, the other does the same with at the western portals.

Two arrows thud in to the sharpshooter to the north, the goblin sags- bloodied, almost broken; Chiggers rushes the creature, fails to connect with his morning star and so unleashes his lightning Dragon Breath, but still the goblin stands- not for long. Gargemel’s Acid Orb makes a mess of the creature.

The second goblin at the western doors doesn’t get far either- Thug charges in and cuts the sharpshooter. Miss Teri appears briefly and connects with a flung dagger, she then ducks back in to the shadows.

The goblin has seen enough, it runs screaming down the corridor beyond the doors, Thug cuts hard again and leaves the goblin bloodied and battered. Snatch is quickly in sight of the goblin, he aims- and fires, the goblin flops dead.

550 XP Level 1 Encounter
Hobgoblin Soldier Level 3 Soldier x2
Goblin Sharpshooter Level 2 Artillery x2

The adventures are all action, the bodies of the fallen are dragged back in to the centre of the chamber- the passages north and west are checked to ensure that nothing is approaching- it’s safe.

Which just leaves a decision about which direction to head out of the chamber.

“East.” Gargemel states.
“Why?” Miss Teri enquires, she speaks.
“Because the goblins tried to head north and west- therefore there are more guards north and west, which leaves me wondering what lies to the east.” Gargemel grins at his own logic.
Miss Teri grins back, the decision is made.

Comment: And I’ve played this scenario three times and every time I have forgotten to use the Flaming Braziers- they’re supposed to move on tracks and throw balls of flame, and every time I’ve forgotten to use them.

The encounter itself is a little dull, although perhaps with braziers working it would have played better, if I play it again then I’m going to try and make sure the defenders get a chance to flee to the next guard chamber- make it a much harder fight.

Re: Let's Play #5 Scales of War 1) Rescue at Rivenroar ENC#6

Posted: Fri Dec 13, 2013 9:45 am
by goonalan
Let's Play #5 Dungeon Magazine Scales of War #1
Rescue at Rivenroar (Level 1)


Session 1.

Image

Encounter #7 Von Jallach Crypt (Area 13 & 14)

Image
The Von Jallach Crypt is in area 13 & 14 on the map (see below).
Image

The west passage has a plaque above it, it reads “To Von Jallach” While the guys are in the entrance chamber they check out the plaques above the other two exits, above the doors to the north is written “To Von Urstadt”, and to the west, “To Rivenroar Family”

The guys are not sure who the Rivenroar Family is, or rather was, obviously with more research… but there wasn’t time before they had to leave Fallcrest.

Miss Teri takes the lead again, the rest of the adventurers stay a good way back, the shadar-kai makes her way down, there’s a light ahead- a pale bluish furze which seems to emanate from the flagstones on the floor.

Miss Teri creeps forward, to the entrance to the chamber- the glowing lights are in fact glowing runes on the floor, however that’s not Teri’s primary concern, over the far side of the chamber are hundreds of small drakes. The creatures are no more than six or eight inches high, but there are swarms of them.

Image

Teri creeps back out, to her colleagues, tells her tale.

Moments later the adventurers are in place- ready to launch their attack, it’s at this point that Teri spots that there’s also a gnome on the far side of the chamber- it seems to be feeding the drakes, it must have been hidden in the shadows earlier.

It’s too late for Miss Teri to tell the others.

The attack begins.

Bad Guys 525 XP Level 1 Encounter
Glowing Runes Puzzle Level 3 Hazard
Gnome Skulk Level 2 Lurker
Drake Needlefang Swarm Level 2 Soldier x2

Image

Image

Image

The opening salvo from the adventurers is pitiful, barely worth repeating, their enemies are now duly aware of their presence however- the fight begins in earnest.

Miss Teri spins out a dagger and then dodges back in to the shadows at the entrance, out of sight- the gnome clutches its gut and bleeds.

Thug and Chiggers meantime are ‘swarmed’, both are brought down by the weight of needlefang drakes leaping up and biting on to them and hanging on- Thug manages not to come to any harm- thrashing seems to be the way to keep the drake’s at bay. Chiggers suffers however, the Priest of the Raven Queen is bloodied very quickly.

Gargemel takes a crossbow bolt to the arm for good measure- the gnome darts for cover, but doesn’t get there-

THUD!
THUD!

Snatch’s Two Fanged Strike ends the miscreant in an eye blink.

Chiggers and Thug scramble to their feet, although this time it’s Thug’s turn to suffer, the bugbear is shredded, he too is bloodied. The two adventurers face off- one swarm apiece.

Chiggers unleashes his lightning Dragon Breath and takes out a swathe of the tiny drakes, the sensible fellow that mutters a few Healing Words, his wounds all but disappear. Thug chooses to slash at his foes with his Steel Serpent Strike, the effect is much less impressive- the bugbear is worried, he dodges back out of the fight.

Gargemel moves in to help Chiggers, the sorcerer’s Tempest Breath spews acid, his Dragon Breath spews fire- the swarm before the priest is almost gone, beyond bloodied- closer to extinction.

The more numerous swarm launches itself at Thug again, pulls the bugbear down once more and, well… swarms the poor bugbear- moments later Thug is unconscious, dying (reduced to -10 hit points).

Chiggers takes the heroic route, he dodges away from the scattered swarm he is facing and steps before the swarm snacking on the recumbent Thug, he’s bitten horribly for his efforts. Still his Healing Words bring a flicker of life back to Thug, while his Wrathful Thunder leaves Thug’s attackers bloodied and staggering as if drunk- dazed.

The second swarm, unsure of their surroundings decides en masse to sit tight and take advantage of the bountiful food- by which I mean Thug, again, the bugbear is soon back to being unconscious (reduced to -6 hit points).

Gargemel unleashes a Burning Spray, the first- mostly scattered swarm is history.

Miss Teri’s dagger flies out of the shadows, scatters a score of the tiny drakes, the creatures still dazed move off in search of their attacker.

Snatch fires arrow after arrow in to the mass, to little effect alas. Meantime Chiggers gets his Second Wind and manoeuvres, while Thug coughs up blood and begins dying.

Gargemel is menaced and bitten, left bloodied, the sorcerer has had enough- he unleashes another Burning Spray and the second needlefang swarm is finally scattered (after a critical hit).

Thug is quickly revived, although the bugbear has taken quite a beating so far.

The chamber is briefly searched, there’s another pair of double doors leading off to the east, the doors however seem to be secured, or else have no discernible way of being opened.

“It’s a puzzle.” Miss Teri states.
“What’s the name of the crypt?” Gargemel asks.
“Von Jallach.” Chiggers replies.
“Spell it- out loud.” Gargemel finishes.

Chiggers does, and as he does Gargemel steps from tile to tile, spells out name of the crypt, and the family- the symbols on the tiles are an ancient wizard note-form script.

The doors open.

525 XP Level 1 Encounter
Glowing Runes Puzzle Level 3 Hazard
Gnome Skulk Level 2 Lurker
Drake Needlefang Swarm Level 2 Soldier x2

Within the newly revealed chamber is a bruised and beaten dwarf wearing a dirty thick leather apron, the poor fellow is shackled and chained to the far wall.

“Adronsius, I presume?” Chiggers grins, the dwarf just has enough energy to look up, and then seeing the dragonborn and his salvation, to grin.

Image

An hour or so later, a much healthier Adronsius- having told the tale of his journey to the crypt with the goblins, and the dividing up of the prisoners; now leads the adventurers back out of the crypt. The dwarf knows the way, he thinks, to one of the other prisoners- although he was blindfolded and frog-marched to his present location, he nevertheless remembers the route taken- he knows where Jelissa is being held.

The adventurers follow the gruff dwarf’s directions, in search of more trouble.

Comment: Needlefang Drake Swarms are terrors, and terrifying; the guys took them down just in time, but it was frightening at times.

In game I allowed the PCs to use any skills they could apply to try and translate the pictograms, in truth Gargemel somehow managed to identify all but two of the tiles needed to spell Von Jallach, he therefore gets the credit in the write-up above.

And the first session draws to a close- a nice mix of role-play with the skill challenges, and other segments, a pair of well worked opening combat encounters that were exciting to play and a couple more combat encounters, one of which was very dangerous (this one). The guys have also found their first prisoner- Adronsius; all in all a nice opening session.

Re: Let's Play #5 Scales of War 1) Rescue at Rivenroar ENC#7

Posted: Fri Dec 20, 2013 9:28 am
by goonalan
Let's Play #5 Dungeon Magazine Scales of War #1
Rescue at Rivenroar (Level 1)


Session 2.

Image

Encounter #8 Goblin Warren (Area 2)

Image
The Goblin Warrens are situated in areas 2 & 3 on the map (see below).
Image

The adventurers head back to the entrance chamber, and then led by Miss Teri move back out again through the opposite set of doors, the corridor beyond turns to head north, there are noises and lights ahead.

Miss Teri sneaks forward, leaving her colleagues a little behind, however the shadar-kai doesn’t get far, a rough goblin voice shouts a warning and the inhabitants of the chamber quickly move in to action.

A gang of hobgoblins exit the chamber and with swords drawn rush in to the passage- three of the brutes are grunts, the last- giving orders, a heavily armed and armoured soldier- the leader of the group. Although there’s more shouting coming from the chamber, another grunt Miss Teri spots the fellow opening the northern doors in the chamber and shouting for reinforcements.

Bad Guys 302 XP Level 1 Encounter
Hobgoblin Soldier Level 3 Soldier
Hobgoblin Grunt Level 3 Minion x4

Image

Image

The shadar-kai gulps and then is surrounded and in the action, she’s cut once by a swatting longsword attack, she keeps the other three goblinoids at bay.

Snatch grabs up his bow and fires, arrow after arrow hurtles down the passage- two of the grunts are killed outright. Miss Teri takes care of a third and then tumbles back as far as she can get away from the hobgoblins.

Suddenly two goblin sharpshooters appear in the chamber ahead, the pair take aim and then fire their hand crossbows down the passage- Snatch is struck twice, the shifter is very quickly bloodied.

Bad Guys 552 XP Level 1 Encounter
Hobgoblin Soldier Level 3 Soldier
Hobgoblin Grunt Level 3 Minion x4
Goblin Sharpshooter Level 2 Artillery x2

Image

Gargemel launches an Acid Orb straight in to the hobgoblin soldier- the creature burns and screams his rage, Chiggers and Thug rush in to the melee, the former offering Healing Words to Snatch en route- the ranger is healthy again.

Chiggers smashes the soldier with his Wrathful Thunder, leaves the creature staggering and dazed, Thug’s Reaping Strike is alas only a glancing blow- the soldier and one of the grunts survive the opening salvo.

Thug pays the price, the grunt slices the bugbear.

Snatch settles his aim again and fires, marking the soldier as his Quarry, his Twin Fanged Strike thuds in to the hobgoblin, both shots to the head- the soldier flops to the floor a bloody mess. Miss Teri comes rushing forward, stabbing the last grunt as she springs in to the chamber- there are just two goblin sharpshooter left.

The chamber is a rough sleeping quarters for the goblinoids it seems, a burning brazier in one corner, a pile of foodstuffs in another- the rest bedrolls. There are two exits to the chamber, a pair of closed doors to the west, and a pair of open doors to the north- through which the goblin sharpshooters entered. A corridor seems to run a good way to the north, it’s torchlit in places- there looks to be at least one hole in the flagged floor- a pit?

The goblin sharpshooter suddenly realise they’re all that’s left- the pair fire in unison, Thug takes another hit, and then also in unison dash up the northern corridor, grab for a rope and swing across the pit.

As the second goblin lands it receives a double whammy- Chiggers javelin leaves it screaming, Gargemel’s Acid Orb leaves it shrieking and bloodied. Thug’s arrival is the final straw- the bugbear dashes after the goblins, leaps the pit with ease and smashes the already wounded goblin sharpshooter down.

The last sharpshooter spills its hand crossbow and flees the scene- Thug slashes as it races towards the second pit, the creature doesn’t get there- or rather… The goblin is hit by one of Snatch’s arrows, Miss Teri’s dagger, Chigger’s javelin and finally Gargemel’s Acid Orb- the goblinoids momentum sends it tumbling in to the second pit- dead before it hits, well whatever’s down the pit.

The fight is won.

552 XP Level 1 Encounter
Hobgoblin Soldier Level 3 Soldier
Hobgoblin Grunt Level 3 Minion x4
Goblin Sharpshooter Level 2 Artillery x2

The chamber and the dead are quickly searched, the bodies of the fallen thrown down the first pit- which is deep, the bottom hidden in darkness.

The adventurers take a short rest, get their gear together, and then still following Adronsius’ directions head west again.

Comment: Another reasonable encounter, a little easy.