End of season 3

 In our last episode the Glass Shields rescue the last survivors of the monastery of the Glad Fields. The Prior sponsors them in an investigation of a secret level reached through a portal there. The vast network so reached is undreamt of by all save for Kylie, who walked ancient ways not far from here, and suspects there is a long passage extending to the plateua.

But this is a dead dungeon. There's nothing here for me to test out my experimental combat rules. 

So, reluctantly, I'm switching things up. An oracle tells me that Viscount Yibh Espeque - but not the king, who holds the grant to the monastery - would like to have the area mapped out. The viscount summons the greybeards from Laketown.

The Glass Shields are offered the role of scouts. This is not to the tastes of many.

Eryn is against and Kylie agrees - the elf wants to return to the Monster Hunting she always insisted is the party's purpose. Xantu feels much the same.

CiedPod feel they could press on, scouting being their forte, but the arid stone and deadfalls are not their natural element.

Ingle Jack and Umbert are outvoted.

On the way to Laketown

Yes - encounter

Weather poor, visibility limited. Wind is to the party's backs. The horses reach a thin glade of coppiced trees. A chance to rest for a moment.

Xantu dismounts. There's a broad meadow or pasture ahead. Rolls at disadvantage: worst is a 12 on WIS, 1 under so success. Large mammals of some kind are feasting on a larger carcass.

Rats: a dozen

"This is not great weather... but it is what we do" - Kylie. She carefully ensures her longbow will function. The others see to their bows (or slings). 

"You think this is worth having a try with?" - Umbert holds up his Wand of Paralysation

"Isn't it tapped out - give it a try" - Ingle

Umbert warns Xantu of his plan, walks forward confidently, and uses the wand. Nothing happens. He gives the party a sickly grin and sprints back. Unbelievably the rats don't notice, and archers deliver a first volley.

Flashback: Ingle fails to clearly persuade the team as to their roles. 

Ingle frantically waves to the racing Umbert while CiedPod fade to the flank.

Five bows/crossbow: four rats killed outright.

Morale from rats: start with 8, I roll a 6, they are hostile and turn to fight!

Round 1 inits: party 4 rats 1

Those that did not intend to rearm with melee weapon, plus maybe Ingle and Umbert, use missiles. Kylie Eryn Jack and Xantu end up with melee weapons.

Good shooting: four rats remain and charge home, and those with melee weapons can deliver strikes. Xantu and Jack kill theirs but Kyle and Eryn max off! As for the rats, the one attacking Jack is not at disadvantage and bites him for 1dmg plus SV v disease later on. Eryn is bitten for 2, Kylie is bitten for 1, Xantu is unbitten.

Round 2 inits: party 6 rats 5

The melee folds in on the two remaining rats and those are slain.

"A famous victory!" Cied chirps with a straight face

"Aye pet, that's be summat ta brag about" - Pod

The three bitten are treated with poultices and a roll is made on each, 1 in 20, to check for infection. None are infected.

"I think we need have no fear of infection" Ingle decides as he finishes up the poultices.

Kylie is very happy, "these will sell well" she pronounces as she works off the rat pelts.

The weather clears as the rat pelts are collected and the last stretch is uneventful. The lands just around the lake's eastern shore, where the ferry crossing is made, are peaceful though roads are still complicated.

Chance of getting lost: no

The ferry is still operating. "Persuasion" style CHA check to see if they can get a discount. No.

The crossing to Laketown: no encounter.

The arrival of the Glass Shields is noted. These are technically the only partied-up adventurers in town now.

Does the Gilded Lantern have enough rooms? Yes and offers them a small discount.

Winter Solstice: a celebration adapted to the town, where water-borne bonfires and paper lanterns are the practice. It is ideal weather. Rafts with bright flames colored with subtle chemicals rocks quietly around town. Lanterns ascend to the heavens signaling that this is the end of the season, the end of level 3, and it is time to level up!

Eryn: attempts STR (no) and CON (yes) so moves to 15 11 09 11 12+1=13 10 and rolls 23hp

Ingle: attempts WIS (no) and CHA (yes) so moves to 08 11 16 13 14 12+1=13 and rolls 14hp

Jack: attempts DEX (no) and STR (no) so stays on 08 13 10 14 14 08 and rolls 13hp

Umbert: attempts INT (yes) and WIS (yes) so moves to 10 15+1=16 12+1=13 11 11 09 and rolls 9hp

Pod: attempts STR (yes) and DEX (yes) so moves to 12+1=13 09 12 13+1=14 13 09 and rolls 15hp

Cied: attempts DEX (no) and CHA (no) so stays on 14 13 10 16 15 11 and rolls 17hp

Kylie: attempts STR (yes) and DEX (no) so moves to 14+1=15 14 10 12 10 06 and rolls 10hp

Xantu: attempts CON (yes) and DEX (yes) so moves to 16 10 13 08+1=09 10+1=11 11 and rolls 18hp

Reminder of the brutal hp rules used: each new level, all HD are re-rolled, though 1s are treated as 2s. CON affects the result only once, not once per level.

Spell gains

Ingle gains his first level 2 spell, and will default to Purify F&W, Protn from Evil, and Bless

Umbert studies for a second level 2 spell and rolls a 4, easily succeeding. He gains Invisibility. His spells are now Charm Person, Ventriloquism, Knock, and Invisibility

Kylie rolls an 11 to download successfully, gaining Detect Evil. Her spells are now Magic Missile, Shield, Web, and Detect Evil.

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