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
---
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.


Tuesday, March 22, 2016

Game Session 3 - Trunua - Finding The Forgotten Tomb

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
---
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.

Tuesday, March 8, 2016

Game Session 2 - Trunua - Clear out the PlagueHouse and Clear out the Orcs


The town is morning the loss of one of their dearest leaders. In which he appears to have been murdered by an unknown assailant. The party has found a number of clues that are presented to Kurt Garth. Kurt is grateful that the party has been able to find out so much in regard to the mystery that is taking place.

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

Pros
1. 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.


Tuesday, February 23, 2016

Game Session 1 - Trunau - Ruby's Hope Knife Ceremony

Party Loot


  • Scroll of Hold Portal in a steel scroll case (50 gp)
  • Masterwork Chain Shirt
  • A Falchion (Sold 29.22 GP each)
  • A start rose quartz amulet (75 gp)
  • Coins totaling 20 gp, 95 sp, and 144 cp

___________________________________________________________
The town of Trunau shouldn't exist. It is in the middle of a land of war and violence. People's memories must be short, because why would you fall in love or have a family in such chaos? It is that innate nature of life to have the desire to continue, even though you know your future will have blood...

This is the land our players have either gown up in, or are too stupid to go to more peaceful lands.


The party has befriend Ruby, Halgra's daughter and they play hide'n'seek with her after the Hope Knife ceremony. There they befriend Rodrik and Kurst Garth.
First night in Trunua after party played Hide'n'Go Seek with Ruby

The next morning they discover that Rodrik has been murdered and Kurt asked them to investigate what took place.

The party then interviews Cham Larringfass, who spills the beans on the fact that a mysterious human had stayed the night near Rodrik's room. They inspect the mysterious humans room and find a love letter to Melira. Then they inspected Rodrik's room and find a receipt for a hope knife constructed at Clamor.

They then go to the Sanctuary and inspect the body. There they learn that there was an odd poison called Oil of Teggit on the body.

They then go to Clamor and speak with Morningstar, who then has them talk to Katrezra. Who gives them Rodrik's journal that describes a weird set of things he finds at the Plague house outside of town.

The party goes to the Plague House and enter the side of the destroyed building. They fight a couple of centipedes, couple of spiders, and then finally a Gelatinous Cube!
The party first enters the Plague House and then GM screws up describing what the party sees during Spider fight! Rarrr


GM Notes - What went well
1. The mystery investigation appears to have gone smoothly and in a timely fashion.

GM Notes - What went bad
1. Didn't have the dungeon map well drawn and was confusing at the party started investigating the Plague House.

Tuesday, February 16, 2016

Trunua - The Party Backstories

Chenery is a half-human changeling that doesn't know who her parents were. She has grown up in Trunua and feels that a number of strange things are going on.


Mother is a Night hag, father is human. Being an outsider I have always been an outcast in Trunau. Grew up in Trunau and took the native trait. Changelings reach a age where they go and seek out there ancestry, so besides the AP storyline I will also be on the lookout for my mother a night hag.



Val has arrived, she spends some nights in the Ramblehouse and notices a number of mysterious half-orcs staying at the tavern for a few days. And then mysteriously leave.


Val had been tortured by magical means and now has a mask permanently fused to her face...an unbreakable unknown silvery material. (hopefully this will get me an extra bonus to my dex...hint hint...nudge nudge...wink wink...lol). Her hair is silver also even though she is only 22.
She tried to escape but was caught and sold into slavery under giant control. Val spent several years in bondage working for giants in a cave...so she learned how to hide and be a rogue. When she finally escaped she was hunted by a group of hunters who were relentless...so she then learned how to live as a druid until she finally reached civilization
Val joined a group of small time thieves that stole little things like food and copper. She got good enough to survive...but never forget what happened to her. If she had the chance...she would get her revenge. 

Zarzo, Gnome Oracle has recently arrived in Trunua and is staying at the Ramblehouse

The door of Trunau's Ramblehouse opened to reveal cloudy skies and the silhouette of a short, thin humanoid.  He entered, dragging a sack in one hand and holding a blue book in his other hand.  He studied the book for a moment and looked up at the innkeeper.  "Cham Larringfass?  Yes?  Good."

He surveyed the tables, the bar, the noisey patrons.  "Some local color.  Good twice!"  With a wave of his hand, a mote of light appeared over his head, and he cleared his throat.  "Greetings, everyone!  I am of the gnomes of Whistledown, a town in Varisia, west of here."  The gnome's large eyes twinkled in the magical light, and he gave a friendly smile to the entire room.  "In my home town we have a celebration called the Convocation.  I hear you have something similar?  A hopeknife ceremony?  I'd love to buy drinks for anyone willing to bring me up to speed."


At the first table to accept his offer, the brightly colored gnome grabbed a seat and motioned to Cham to bring drinks.  "My name is Zarzo Ziji Pish Pog Leshmont Fizzlebang, but you can just call me Zarzo."  He greeted each person at the table, shaking hands with any he could reach.


"So let me tell you what."  He looked around the table conspiratorially, as if letting them in on a secret.  "This is the first of many destinations for me.  Maybe it's obvious to you that I chose this town first due to the common ceremonies, yes?  But why I travel at all in these dangerous times, that's a great question that you didn't ask!  You see, my mother succumbed to the Bleaching, so I grew determined to pursue a life of adventure.  I sold my family's holdings, and burned through quite a tidy sum to get safe passage to here.  Perhaps the passage was too safe and too expensive... I fear I've not yet experienced anything interesting!  So I am obviously quite eager to learn anything new."
Over the next few weeks, Zarzo befriended everyone, charmed a few ladies, and interacted with anyone who pursued a life of adventure.  If introduced to the rogue, Zarzo would pull a device from his bag and say, "Have you ever seen a periscope?  Amazingly useful for sneaky types -- it allows you to peer around corners, unseen!  You should keep it; it could come in handy."  If introduced to a monk that fights using his hands, he would clap and say, "You fight with your bare hands?  I have a spell that lights a weapon on fire.  It's not supposed to hurt the weapon.  Would you dare to let me try the spell on your fist?  I'm dying to know if it works!"  If introduced to a monk that uses weapons, he would say, "Wow, a true warrior.  I bet nothing weighs you down.  I can hardly walk with all the gear I have.  Say, if we ever share the road, maybe you could carry some of this for me?  I'll let you use it.  I have really nice rope, and hooks, and climbing gear... oh, and survival gear... never been used before...."



Ragmor, Dwarf Monk has recently moved to Trunua and has befriended the Dwarfs that live in the upper part of the town. He has been working as a stone mason.

 Ragmor and Togak are both orphaned and left door steps of an Irori temple in the River Kingdom on separate full mooned nights. They grew up together at the orphanage and both trained and disciplined with the monks.  Training both physically and mentally is demanding for the pairs. They became close friends the first day.  They both look out of place in a mostly human orphanage and get picked on constantly for their imperfection. A dwarf and a half-giant are odd couple. Togak is either a half giant or a vertically challenged giant.  As they are old enough, they went off to look for adventures. As they travel, they took on odd jobs and even joined up with Mercenaries group.  On an escorting mission, they were ambushed and most of the party were killed.  They tried to take the lone survivor back to the nearest town for healing but he didn’t make it.  On his death bed, he begged the pair to bring back the “hopeknife” back to his family in Trunau.  As they cross into the border of Hold of Belkzen, they encountered couple of giants.  They make fun of Togak for his size then they tortured and killed him.  Ragmor barely escape and finally reached Trunau.  His hatred of giants grew and he decided to stay and fight Giants.



Belin, dwarf monk is also staying at the Ramblehouse.

Belin has originally grown up with a clan of slaves that were being ruled by a Fire Giant. In a group of dwarven slaves, having to toil day in and day out doing horrible tasks for the clan. Then another Fire Giant had a fight with the leader of the clan and a group of dwarves were able to escape. Being on the run for a few months finally the group made it to Trunua. Were Belin had been living for a month before the adventure started.