Our band of eclectic adventurers have assembled a treasure trove of loot from the Plague House and Inner Trunua district. Kurst has assisted the group by providing a very scared courier named Pug to help with keeping track of the loot and storing it in the Longhouse for the party.
Now Omsteld needs the parties help as he plans to defend his ramshackle barracades he has put up to stop the raiding Orcs that you see lining up to attempt another assault on the 2nd tier of Trunua. "Trunua has never fallen to Orcs and never will" he screams as he ties another set of sticks to the barracades he has made.
The party can see that Omsteld is visibly drunk. Casting cure sickness on him and taking away his flask of spirits appears to have made a difference. These appears to straighten him up. "Ok people, lets get this party started!"
As he motions that invaders are going to come at us, a group of Twisted Nail Orcs start to use a battering ram on the portcullis. They are able to destroy it after a round and one sprints through the hole toward the party. Ragmor questions the validity of just one Orc charging through, but the gods are good this night.
The party fights 4 rounds of Orcs with their Ferocity, fighting to the bitter end of life. Once the enemies are destroyed and looted the portcullis is brought back down and the last remaining Orcs are picked off by archers in the towers. The party runs to the top of the tower to get a view of the carnage. There they see off in the distance the catapult is still active and lobbing large stones and explosives at the town.
The party goes down and lights the last pile of wood. Then they set off and kill the last few Orcs commanding the catapult.
The guards motion for them to return. As they return they see a Cave Giant at the entrance of a large hole! There they wade through the water and kill the Giant and his chained trainers.
GM Notes
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1. Players were a little frustrated with the pace of combat, suggestion is to have Tony do the initiative management so GM can focus on creatures and their combat operations.
2. Some of the combat was too easy, in which the barracades and other items that could be used to crush the hordes of Orcs entering through the gates were too easy to destroy. This could have been made more challenging by having more Orcs throwing things into the combat. Or have a larger number of Orcs coming through the gates.
Deep in the Mindspin Mountains, a Storm Giant warlord known as the Storm Tyrant has seized control of a cloud castle and an Orb of Dragonkind, and is gathering an army of giants from across western Avistan—first to bring the orc hordes of Belkzen under his banner, then to conquer the neighboring realms.
Tuesday, March 22, 2016
Tuesday, March 8, 2016
Game Session 2 - Trunua - Clear out the PlagueHouse and Clear out the Orcs
The party then spends the night in the Ramblehouse, getting up early the following morning. They set off back to the Plaguehouse to complete their investigation of the old burned out Church. This time they enter the Plaguehouse from the other side, which has a very scary large opening on the side of the building. As they approach they notice a haunt is set in a large room which appears to have been used for the plague victims from years ago. Zarzo detects this haunt and uses her wand of cure light wounds on the haunt. Which does enough divine damage to destroy it for now...
They search the room and find some items of value. Then they continue to scrounge the rest of the building and find a lot of loot. As well as a kidnapped young boy Othgath. He has some interesting and unexpected interactions with Chenerey.
They go back to the Longhouse and find Kurt. Zarzo gives the hopeknife that was found in the Plauguehouse to Brinya. Then they use the knife during the cremation funeral ceremony for Rodrick.
As the funeral procession end and the sun sets. An attack of the city starts, in which the Orcs use the darkness to their advantage.
Kurt commands the party to help light the pyre's that are setup throughout the city encase of an attack such as this. The party sets off to the first pyre which is close by in Upper Trunua. As they approach they see a mob of people getting ready to lynch Brinya. The party helps Brinya by telling the mob that she isn't the cause of this catastrophe and we all need to work together to destroy this foe that is attacking the city. This works, giving the party their first Reputation Point.
As they head toward the second pyre Kurt sees them again and informs them to clear out any lingering raiders in the inner Trunua district of the city. He then has the last remaining gaurd to raise the portcullis for them to enter the area.
They go into the area and find it in complete disarray. In which there are numerous bodies of orcs, guards, and town folk littering the area.
The party goes into Sara Morningstar's burning house and help save her. Another reputation point.
Then they go and kill all the orcs in a tower. Another reputation point.
Then they find a couple of thugs assaulting a human villager. They save the villager. Another reputation point.
Then they find an unconscious druid that they know in the city. Another reputation point.
Finally they find Omar Sandosh, who is setting up a number of barricades to block any further assaults from Orcs. He asks for the help of the party to defend this point. After a few moments he says brace yourselves! Here they come!
And this is where we stopped in our Giantslayer adventure of Trunua. Will the party be able to survive the hordes of Orcs that will attempt to assault the city? Hopefully in two weeks we will know the answer!
GM Notes
Pros1. Brought sound system with Syrinscape to provide background music while gaming.
2. Brought a number of miniatures and maps to use for combat
Cons
1.Didn't like all the similar Orc combats that were back-to-back. Would have liked more variation in the inner Trunua district.
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