Monday, May 28, 2012

DM's Notes: Game 9


Game 9 Items awarded:

#8
Powerpack: When used this item transfers 20 power points to the wearer. These stack on top of the daily allowance and are only expended through use, not through rests. The first two power points used each day must be from this stash before starting the daily allowance.

Echo
Battlestandard: Daily/Minor Action
Plant the standard in a space adjacent to you. As long as you and your allies remain within burst 20 of the standard you gain a +1 morale boost to every roll until the end of the encounter. (Attack, Damage, Saving Throws, Checks)

Enbel
Alchemists Attaché: Encounter/Minor action
You pull out a random item – dictated by the DM. You may use it at any point during this encounter only.

Altus
The Critical Coin: Encounter/Minor action
The next d20 roll you make will be considered a natural 1 or 20 depending on a coin flip. (If an attack requires more than 1 roll, use the coin for each roll within that 1 attack)

DM’s Notes, Game 9
In the game I wanted to have a large horde of enemies that could be intimidating and overwhelming if not dealt with properly. I didn’t want to have to keep track of large amounts of HP, but I also didn’t want all the enemies to be minions – I didn’t feel that it gave the right flavour.  So to get around this I made up 3 distinct groupings of enemies for the game. Each set had common defences and attacks. The first group were minions. The second were a group I nicknamed ‘maxions’ – that didn’t take damage, but would die if they took 2 hits. Like double minions, I suppose.

Minions – All defences 17. On a Critical hit, do 8 extra damage.
Maxions – All defences 20. On a critical hit, spawns a minion.
Dread Spectre – All defences 22. On a critical hit, spawns a maxion.





Game 9: A woodland meeting

The fortress is calm. At least temporarily, nothing is trying to destroy the fortress or kill its inhabitants, but the general feeling is that this peaceful respite will not last. #8 has been brought up to date on events that occurred while he was not operational. Tep has returned back home to the goblins to assure them of his safety, and of the wishes of the gnomes to recommit to a truce and possibly talk of striking out together against a common enemy. A message has been sent back to the gnomes that Tep will return for talks with an entourage in 2 days.

Carlana has called a meeting of the townspeople to tell them about the coup attempt. She also tells them about the goblins, and her plan to ally with them. The plan is to attack the kobolds, to strike out instead of hiding behind the walls. She tells the crowd that the recent violence has galvanized her wish to be a strong leader, and recognise when things need to change.  As such, she has made some decisions, and asks that anyone that would call a challenge to her to do so publicly. With immediate effect, she is abolishing the army – of which very little was left anyway. The remaining army members are to be absorbed into the Firestrong Guard. Crossbow – a young but experienced man is being made the head of the Guard. Carlana also takes time during her address to tell the townspeople of the death of Hammond, but of the escape of the other defectors. She also outed her relationship with Erik, to avoid any rumour. At the end she asked for any dissenters to make themselves known – and no one came forward.

After this meeting, the townspeople seem to be in a generally positive mood. They appreciate the candidness with which they were spoken to, and for the most part are happy with the plan to strike out – feeling that the fortress has been less and less safe as of late anyway.

Night falls.

Echo and Enbel go to bed, and Altus and #8 – not needing sleep - stay up. #8 takes up his post at the gate.  The night passes without incident. However, as the sun rises, a number of figures start to fill the town outside the fortress– they appear magical creatures – skeletons pulling themselves up out of the ground. Some of the ground seems to be shimmering with residual magical energy.

#8 notices and alerts the rest of the party, as well as Carlana. Soon afterwards, Charlie arrives on the fortress wall with Carlana to meet with #8, and look at the creatures outside. He thinks that these skeletal creatures are being animated by kobold war mages – obviously using some item to amplify their powers. He speculates that they obtained it in the recent raid on the save point.

Carlana: “ I haven’t given you fair credit, I’ve been foolish, but I’m not proud. I’ve faked pride since taking charge, and it’s completely overrated. You’ve saved me, and us, a lot so far. Can you help us again? We want to attack the kobolds, but the goblins won’t be here until tomorrow. in the meantime, those creatures are swarming towards the forest. If there’s something there the kobolds want, I’m damn sure I don’t want them to get it. Would you be willing to attempt to get in there?“
She offers them some armaments which may assist with the endeavour.  Charlie opens the chest that was brought to them and passes out the items.

The party agree to try and get there.  – they notice that not many of the ghostly creatures can make it into the forest – they appear to be congregating outside, having difficulty breaching the treeline. Only a small few appear to make it into the forest. Ranger runs in advance into the trees. The rest of the party follow, battling through the skeletons. They recognise boltstone – areas where the ground has taken on an electrical charge. This is obviously a secondary effect to the animation of the skeletons. On breaking the treeline they find themselves in a maze. They have to find their way through the maze to get into the forest. The maze keeps shifting and changing however. At first the party are frustrated – until they eventually realise that the maze is helping them – putting walls between them and enemies, and slowly leading them to the exit.

They come out and then kill off all the skeletal monsters following them – all but one, who they follow to see where it is going. It wanders aimlessly, not seeming to know where exactly its target lies, until it is split through the skull with an arrow fired from above.

The assassin reveals herself, a Halfling by the name of Avie. The party introduce themselves and have dialogue with Avie – clearly named for the Halflings revered deity, Avandra.  She walks them back towards her camp while she speaks, and they see a number of curious looking Halflings scattered around a campfire. She tells them that she is the leader of a small group of Halflings, and that they previously stayed out of all the fighting because they had something much more important to worry about than a turf war. However she is quick to say that they believe that now is a time to work with any willing allies to achieve unity in Firestrong. She has a notable distaste for the kobolds, and their obvious attempt to get to them in the forest.

Avie: “ah, the smells of kobold flesh in the morning… a memory that I will not soon forget.”

When asked why the kobolds have such interest in getting to the Halflings, Avie goes to the campfire and takes a satchel from the warmth beside it, and pulls out a dragon egg. They ask her where they got it, and she says it was saved from the nest when the Firestrong , the dragon, was killed. Avie says that a dragon can survive in hibernation for a long time – unhatched – but they had decided recently to hatch it. Echo is quick to say that the dragon should not be kept in the bag once hatched. Avie was disgusted at the very mention of it.
*(Note: This was Megan’s way of referencing – without breaking character as Echo – the actions of a character I play in a separate campaign – a Halfling named Dex, who captured a baby dragon in a bag of holding, and feeds it with the bodies of slain enemies, or the occasional live one.)

Avie expresses an interest in introducing the party to someone else. A figure steps out of the tent. It is a goblin, who proclaims “thanks to your rumour spreading, I think the only people actually surprised to see me alive would be you…. I am Set”

Instantly, #8 is shocked and makes as if to attack and kill him. All the Halflings rise from around the fire, hands on their weapons. At this point, Altus steps in asks #8 to calm. They tell him of their deception – not knowing of #8’s trustworthiness at the start – and therefore not letting him in on their fabrication of the Set rumours.

Set doesn’t take their rumours as insult. He tells his story. The gnome-goblin truce was between Graf, Taka, and himself. Kobolds wouldn’t attack while the goblins and gnomes remained united. Corvek was leader of the goblins, a role he had assumed due to Set’s father’s sudden and suspicious death. He was to hold the position until Set came of age. Of course, if Set never came of age, then he would retain the position. Either way, while Set remained alive, his leadership had an expiration date. He escorted Set to the temple for his trial – a passage into adulthood, after which he would have been able to assume the leadership – but denied him weapons. Fortunately, Set’s mother had slipped him a dagger, accompanied by a note the party had found earlier when they had visited the temple. “Dearest Set,….”
Knowing Corvek’s intentions, Set killed him and then made it look like he – Set – was dead and Corvek missing. He knew that Tep was next in line for leadership, and that he’d do a good job. He didn’t think he could go back to the goblins himself. He wandered north, and entered the forest, looking for shelter. This was how he had met up with Avie, who had known Set’s father before he died. The halflings asked him to remain on with them.

Set is willing to leave Tep in charge, but in light of the recent activity from the kobold troops around Firestrong,  he’s come up with a story that he thinks will let him go back to his people. He will claim that Corvek and Set were attacked by kobolds, and that Corvek fought bravely before being killed. Set had to flee to the forest and was taken in by Avie. #8 decides to forgive the rest of the party for their suspicion at not trusting him straight away.

Set then leads them back to the tent and shows them a sleeping boy – the one who was a survivor in the save point. His name is Fox. #8 takes set aside and apologises for his misplaced bad feelings towards him. #8 thanks him, telling him “you have brought me 2 steps closer to fulfilling my goal – of restoring Firestrong.”

They decide to make a break for the fortress. Echo sends Ranger on ahead with a message to let the people know of their attempted return, and to be expecting new arrivals including a dragon egg which needs to be kept warm. They then split into 2 groups – Set, Avie, Halflings and Fox (w/dragon egg), and the other group Echo, Enbel, #8, Altus

The party are to distract and take out the skeletal creatures, allowing safe passage to the others. Echo and #8 step out and open a path, which the other group scurry through. After making short work of the creatures surrounding them, they continue to the fortress. It is obvious that they are becoming a far more effective fighting force, the events of recent days forcing them to learn quickly to avoid fatal consequences.

As they near the fortress, a ghostly apparition appears and challenges them. This apparition makes a challenge to them, and promises them that they will see their precious fortress razed to the ground.
When they reappear at the fortress, there is a festival atmosphere. Clomp arrives with 3 imps in tow, looking for access to the fortress. Everyone seems to be jubilant, with little premonition of the next days events.

*END OF GAME  9*