Tuesday, April 19, 2016

Game Session 5 - Journey to the Marshlands

Summary

The party has to deal with 3 drakes that attack the Keelboat. Once this is done Bloodtusk and Coxswain are impressed with the parties prowess. Bloodtusk gives the party a tour of the ship, but then they discover a secret passage that leeds to the bottom hidden layer of the keelboat. Here they find a stowaway that was responsible for the sabotage the crew has been having to deal with. After a brief discussion, Bloodtusk decides to let her off the boat. Finally the party find a remote outpost that appears to be in the middle of being looted...

Story So Far

The orcs attacking Trunau have been defeated, but the danger remains -- the hill giant chieftain Grenseldek (Gren sells dick) still wants the treasures of the tomb beneath Trunau. In order to protect their chosen community, the heroes must leave it and travel by riverboat through the orc-ruled Hold of Belkzen to the abandoned border fort that the giant has claimed as her lair. Yet even putting down Grensldek and her squabbling monstrous minions may not be enough to save Trunau. For the hill giant ahas sent a fateful letter, and a storm is brewing on the horizon....

Bloodtusk is having a tough time dealing with Ragmor's goating to have a fight with him. Since Bloodtusk and Coxswain (Cock swane) into a real confrontation, the party may massacre the entire crew of the boat.

Bloodtusk gives the party a tour of the ship, but then Ragmor's supernatural perception discovers a secret passage that leeds to the bottom hidden layer of the keelboat.

Here they find a stowaway that was responsible for the sabotoge the crew has been having to deal with. After a brief discussion, Bloodtusk decides to let her off the boat. In which being off the boat is very dangerous and most likely she will be captured by the roaming packs of Orcs that continuously hunt the plains of Belkezen.

Finally the party discovers the wreckage of a small human outpost that they are now starting to explore....
Here I made the mistake of drawing the bottom most 3rd level of the ship. If it hadn't been drawn, I suspect the party might not have actually tried to search the ship to see what is down there. And only a few of the crew knew about the secret part of the Keelboat.


GM Notes

1. The battle with the drakes could have gone smoother if the party knew exactly how the drakes were flying in and attack the party.
2. A discussion after the game took place in regard to PFS versus DnD. In which some had opinion that PFS is much more challenging due to its strict rules and sense of accomplishment as you level up your character.
3. Sound system was somewhat missed, so it'll probably be back at next game session.

Tuesday, April 5, 2016

Game Session 4 - River Esk - Out of the Frying Pan, into the Fire!

The party killed the Hill Giant and a few Orcs that appeared to be guarding a new hole in the side of one of the cliffs of Trunua. As the party enters the cavern they realize it is a large tomb that has been locked up for a number of years.

Once inside they see a set of walk ways that lead off to the east, west, and north. The party decided to go along the western side of the cavern since they could hear water trickling from the east.

As they went around a large opening to a murky pit below, they see a large room full of treasure and large Giant skeletons. Most of which appeared to be truly dead, except for one large skeleton that starts to move as soon as the party senses it not being actually dead. Sorzo noticed it being alive and had a small surprise round to prepare for the assault.

The party starts to fight the skeleton, as well as a small rat, that appeared to be incorporeal during combat. As the party is getting close to destroying the skeleton, two large dire wolves come around enter from the other side of the room and attack Val. Given their versus bites, they kill Val.

Behind the two dire wolves is a half-orc who appears to be an alchemist, who throws a series of bombs at the party.

But the large skeleton is upset at the wolves presence in the tomb, so he attacks one of the wolves. Then the party retreated out of the room, which then causes the half-orc, and a troll to leave the room as well. In which the half-orc yells at the troll in giant to assist him in searching for something.

The party heals up and then goes back to pursue the half-orc and troll. Which appear to have left the final room in the tomb through another access point. But the troll makes a lot of noise and causes some spiders and Gulks to attack the troll and half-orc.

The party finishes off the half-orc and loot the body. There they find a poster size note as well as a large rock. They discover that the rock is actually a 3 dimensional map of a part of the Mindspin Mountains.

The session ended as the party goes on an assignment from Halgra and the Trunua Council of Defenders meeting. Now they are on a boat that is going through the heart of Belkzen to the Ghostlight Marshlands.

GM Notes
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1. Having Tony handle initiative sped up combat.
2. A players death has led to internal discussions regarding new player's joining the group, level progression, and loot management.