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Campaign Journal: The Sleeping Beauty (Pathfinder)

Havoc

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So I decided to GM a campaign for my players and I wanted to, let's say, share how the campaign goes. Since my english is terribad, I choose this great place to torture you with my broken engrish. This is also for writting down what happened before, so I can use it against the players later in the game. For now, there were 4 sessions. All played on Roll20 with TeamSpeak3. I'm a supporter on that site, so I can use some of the more fun features like Dynamic Lighting or the API. I'll not include spoilers or explain why that or this, because of Reasons. If the campaign will stop early, then I'll give out "the truth".

This is supposed to be a simple campaign of adventures, "from zero to hero". Adventure, wenches, ale, treasures, dungeons and dragons with a focus on "building your own home". I always loved having a base in RPGs you can take care of and I already GMed a campaign where I gave players a piece of land, which was fun, so after a couple of session the players will be given something to manage (can you guess what?).

Setting: Forgotten Realms
System: Pathfinder

For starters: the party. My players almost always played as evil characters. Torture, rampage, deceit, bribery and betrayals. Now, since they "have enough of being evil for a while", they wanted something more... wholesome? They're now level 4 and after a while we'll slow down the experience gain/advancement. Here's the party (with clickable stuff!):

Alton - Halfling, Bard (Archetype: Archeologist, so he doesn't sing). A Neutral Good follower of Tymora. Skill-monkey, talker and the know-it-all.
Crommash - Half-orc, Fighter (Archetype: Armor-Specialist). A Neutral Good follower of Tymora. Tank.
Havifgar the Little - Human (from The North), Fighter (Archetype: Two-Handed Specialist)/Barbarian (Archetype: Titan Mauler) and he wants to go Student of War (Prestige Class). A Chaotic Good follower of Tempus. DPS, Gatsu from Berserk in a sense, because he has a Large Bastard Sword (2d8). ("Why the Little?" "I was the shortest of my brothers." Highest human height.)
Garen Crownguard - Human (from Cormyr), Cleric of Torm (No Archetype, for now. Domains: War and Law). Lawful Good. Healer, great stats make him a good fighter also.

The guys threw for their stats (2d6+6, so heroic, with three sets, choose one) and everyone had great stats. The best ones were of the cleric: 14 12 17 12 17 17
About the players. Alton and Crom aren't DnD specialist, but know how to make a character not suck. Havi is a build maniac, but isn't that good with the PnP version (had some fights over rules with him). Garen knows how to build, but not for PnP, so has Havi help him. "Garen?" Yes, he's a diamond LoL player.

The plot, not minding how from a far the players characters are from, is centered on Icerim Mountains. There's little to no official information on the region, so it's the best for me to add stuff. I will of course not reveal what's the real main goal in the campaign, so I'll write what I wrote the rest of the party.

The prince of Nathoud, the merchant city just under the Icerim Mountains, sent out messages about his need for adventurers. He didn't include information about what this help would include. The players would hear stories about the region. About tribals, mainly orcs, that lived in the mountains, that came down and started ransacking the place. The place started to get very dangerous, and at top of that, winter was coming, so little to no merchants wanted to risk going to Nathoud. The city thrived during other season, when the river to the west was passable and the Long Road was open. At this point the party could choose from what place they came to Nathoud, rather travel to it. Choices mainly were Rashemen or Narfell. This would give the players information about the neighbor and situation about the message from the prince. What they gathered is that the message was only in Mulptan and no adventurers, in the couple of months, decided to travel to Nathoud. Later is revealed about what happened in Narfell and the other messages. With those informations, the party traveled north.

-----
Custodians
The Party:
jSCpIowl.jpg

Alton
Race: Halfling
Class: Bard 10
Archetype: Archaeologist
Alignment: Neutral Good
Deity: Tymora
Homeland: Damara
Stats:
STR 7
DEX 17
CON 15
INT 16
WIS 13
CHA 20

8sZqrRCl.jpg

Crommash
Race: Half-Orc
Class: Fighter 10
Archetype: Armor Master
Alignment: Neutral Good
Deity: Tymora
Homeland: Nothing specific - Mountain Village
Stats:
STR 17
DEX 13
CON 20
INT 14
WIS 12
CHA 11

4ZxsM8Ml.png

Havifgar the Little
Race: Human
Class: Fighter 7/Barbarian 3
Archetype: Two-handed Fighter/Titan Mauler Barbarian
Alignment: Chaotic Good
Deity: Tempus
Homeland: The North
Stats:
STR 20
DEX 15
CON 16
INT 16
WIS 11
CHA 13

nnMXtkZl.jpg

Garen Crownguard
Race: Human
Class: Cleric 10
Archetype: None (may change)
Alignment: Lawful Good
Deity: Torm
Homeland: Cormyr
Stats:
STR 17
DEX 12
CON 17
INT 12
WIS 18
CHA 14

TLi7paPl.jpg

Estrian
Race: Half-Elf
Class: Sorcerer 10
Archetype: None
Bloodline: Abyssal
Alignment: Neutral Good
Deity: Sehanine Moonbow
Homeland: Turmish
Stats:
STR 12
DEX 14
CON 14
INT 15
WIS 10
CHA 20

In order of appearance.
Cohort List:
N3rtCjos.jpg

Favik - The party took care of Eldric's dog, after the battle in Breezevale.

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"Mule" - The party needed somebody to carry the weight.

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"Wolf" - The party took pity for the orc wolf, and took him with them.

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Snorri "Giant Slayer" Stonehammer - A ghost of the long dead ancient warrior of the Stonehammer clan.

NPC (Important) List:
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Captain Raymond - Captain of the Guard of Nathoud. Saved the party with his cavalry in Breezevale.

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Madis, the Merchant-Prince - Ruler of Nathoud, a Calishyte. He sent out messages calling for adventurers, that the party answered.

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Aiden, Advisor from Almorel - Not really met. The party decided to not met with this person, who was staying in a Thayan Enclave.

rOnbMB6s.png

Ebeseu Harthgroth, Ranger of West - Brother to the leader of Harthgroth clan in Narfell, de facto leader of the country. The party helps him with killing the shaman and warchief of a certain orc group to the west.

IiF3yQFs.jpg

Imzel Stayanoga, Hathran from Rashemen - A member to the Wylcharan, witches of Rashemen, leaders of Rashemen. She ask the party to help her with disposing orcs in ruins, south of Nathoud. The party never officially declined.

tIVDKVas.jpg

Amelia "Medusa" - Alchemist from Nathoud. She has dryad or Fey heritage, a clear sign from her green hair and eyes.

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Turik Stonehammer, Right Hand Advisor - Advisor to the dwarven king of White Grave. Leader of the warrior caste.

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Hobrek Stonehammer - Explorer from White Grave. The party helped him survive an ice troll ambush.

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Domas Stonehammer, King of White Grave - Dwarven king of the dwarven fortress of White Grave.

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Yesslick Opalrune, Left Hand Advisor - Wizard advisor to the dwarven king of White Grave.

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Ingra Stonehammer - Cleric and leader of the clergy in the temple of Sharindlar.


Edwin Thrul
- Red Wizard of Thay, master of the Nathoud Enclave, member of the Guild of Foreign Trade.


Khair
- Former personal advisor to Prince Madis, now the Custodian's Grand Diplomat and liaison to the prince.


Beligar
- A half-orc down on his luck. Saved by the Custodian's from Rashemi prison. Became their Royal Enforcer.


Zefree Greenfield
- A halfling rouge that apparently is the Uncatchable, a thief that worked solo in Westgate. She became party's Spymaster.


Volas Dyervolk
- Iron Lord of Rashemen. A giant-sized man.


Felix Rubypocket
- A travelling merchant searching for luck. Found it in the Custodians, who payed for his gift to his family. He became their Treasurer.

7QKUSDis.jpg

Fyndylsnitch The Shadowking - A leperchuan in a dark forest, couple of days near Riverdale.

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Vicdia Mizz'rynturl - A failed drow assassin, taken hostage by Havifgar.

Zz3CazDs.jpg

Dresinyon Mizz'rynturl - Archmage of house Mizz'rynturl, leader of the drow expedition.

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Zarrena Mizz'rynturl - Cleric of Lolth, sister to Dresinyon. One of the main people behind the drow expedition.

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Jhaamlaern Zaphririy - A vampire blacksmith. One of the main people behind the drow expedition.

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Sobja Fraasz - Full title Deeplord Sobja Fraasz Verminwise, leader of Fraaszummdin and clan Fraasz. Hired by the drow to help in their mission. She gave them slaves and animals.

npop4pps.jpg

Victario Crownguard - Lord Commander of the Cormyr armies, he has a squad to lead. Father to Garen Crownguard (PC).

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Nerisatra Vaylan - Lady of house Vaylan of Cormyr. She's betrothed to Garen Crownguard (PC). His bride-to-be.

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Naadhira - Leader of the Nathoud Waukeen clergy and the guildmaster of the merchant guild. Calishyte.

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Steel Mage - A golem with a soul of a Raumathari War Wizard, who was the owner of the Raumathari Prison in Icerim Mountains. Amnesia hides most of the information he has about his past.

c1l3fUzs.jpg

Thalaman Harthgroth - The leader of the Harthgroth tribe from Narfell. The biggest and strongest clan, but also the least aggressive one. Eb's brother.

Special "places" (read: Dungeons):
Towers of Smoke - A Raumathri ruin that spews a deadly fog around it.
Dungeon of Half-Demon - Demon, devil filled fortress with brigands.

Team Level: 10
Advancement Speed: Every Two Session Level Up

Sessions: 16
Links:
Chapter I: Enemies from Down Below

Chapter II: Tale of Riverdale

Kingdom:
Turns: 10 (months)
Time: 7th Month (Flamerule) of 1374DR

Kingdom Name: Barony of (Riverdale)
Ruler: Baron Alton (PC)
Alignment: Neutral Good
Size: 11
Population: 4250
Council:

Baron Alton (PC)


Councilor Amelia "Medusa"


General Havifgar the Little (PC)


Grand Diplomat Khair


High Priest Garen Crownguard (PC)


Magister Edwin Thrul


Marshal Ebeseu Harthgroth


Royal Enforcer Beligar


Spymaster Zefree Greenfield


Treasurer Felix Rubypocket


Warden Crommash (PC)​

Council Advice:
Year 1 (1374 DR)
Councilor Amelia "Medusa"
People need time to unwind.
Kingdom - Change Holiday Edits to 6 per year Done
Our settlement rises in numbers very quickly. Think of the children.
Settlement - Build Orphanage

Grand Diplomat Khair
We need to connect to the Long Road if we wish to be seen in the world.
Kingdom - Connect to the Long Road
Your capital needs a seat of power.
Settlement - Build Castle Done

Magister Edwin Thrul
There are many Raumathari and Narfell ruins around. I'd like to find them.
Kingdom - Explore looking for ruins Done
We're very far north. Many stars are hidden if you're looking to the sky in Thay.
Settlement - Build Observatory

Marshal Ebeseu Harthgroth
Rashemen will not like that you're working with me and the wizard. Better prepare.
Kingdom - Build Fort south (2 hexes) of the Long Road
The city is growing and we need to prepare for anything.
Settlement - Build City Wall (3x)

Royal Enforcer Beligar
Many bandits like to attack on the Long Road. I'd like to have an eye on it.
Kingdom - Build Watchtower on the Long Road
There must be a place to hold prisoners.
Settlement - Build Jail

Spymaster Zefree Greenfield
We don't exist in the world. Many people would be more willing to come, if they knew about us.
Kingdom - Change Promotion Edits to Standard Done
I need to drink.
Settlement - Build Tavern

Treasurer Felix Rubypocket
The silver ore will boost our importance in the region.
Kingdom - Claim hex with Silver and build Mine Done
There's a future in trade. The Iceborn river is connected to Lake Ashane. We could use it for our benefit.
Settlement - Build Pier
Special Missions:
Open the Mines - The dwarves of White Grave will work day and night to open up the mines of the Raumathari prison. This is going to be a very dangerous and hard job for them, so they need some compensation. 8 BP Done
Discover the Secrets of the Unknown Tower
- The Red Wizard is willing to travel to the tower, but will mean no support from him for at least two months. He could also send his pupils to do it for him, but that's a costly expedition. Vacancy of Magister for 2 months OR 4 BP Done
Settlements:
Riverdale, small town 4250 pop.

Local Map:
kBHRZjo.png

Settlement's maps:
Riverdale
1vOQQJI.png
 
Last edited:

Grunker

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Hey cool. Will follow. Funny that you're using Icerim. We're (the let's play I'm running, see sig) playing in Rashemen so just South of you guys.
 

Havoc

Cheerful Magician
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Chapter I
klRwVSJl.jpg

Session 1: Prologue and the Orc "Choo-Choo Motherfucker!" Train

The party started their journey to Narthoud, during which they "finally" get to know each other. They found out Havi's nickname origins, where they are from and other stuff. It was late Autumn, but being so close to the north, the weather wasn't so warm. Temperatures fell near 0'C and there was frost during the first days of travel. The closer they got to Nathoud, the more snow appeared. Mountains that were on the horizon were white from snow. It took them couple of days. From time to time they made camp, but nothing special has happened during that time. Being just one day from Nathoud, they were already tired and wanted a warm bed. It was night, so there was no point to travel more, but then they saw some lights, just at the end of the little forest they were in. A village, called Breezevale, was just couple of hours of travel next to Nathoud. They decided to try ask for a room. There was no tavern in sight, but they saw people closing their windows, just when the party entered the village. People seemed scared of them. They found the village elder's house, who was just about to exit it. Quick conversation later, it was clear. People were scared of the half-orc. Not long ago, orcs were sighted nearby and villagers thought it might be them. The party reassured they're here only to rest and will help if need be.

hAKpsobl.jpg

So they were ask to help the elder. His grandson went to play outside, but didn't come back. "Small child, seven years old, short cut. You will recognize him by the dog near his leg, white like the snow." was the description given. He asked them to check the frozen river that went through the village, while he'll check the forest. The party agreed and started their search. During this time, they did find the dog. He was in snow, watching the ice. He was squeeling, so the party looked around and saw a hole in the ice. Alton* on the other hand saw an orc that was standing behind a tree, but he went away pretty quickly to a forest nearby (not the same as the elder). The party was warned, so they got ready. Havi took all his clothes off, Garen tied a rope around him and Crom stayed on guard, ready to shield the cleric if an arrow will be shot. Havi had great rolls for swim and Fortitude. He not only saved the kid with just one move, but didn't get anything bad for being in icy cold water. The party saved the kid with some CPR and went to the elder's house, where the owner just was coming back. They were greeted as the heroes they were.

Inside their learned a little about the situation and got something warm to eat. Orcs were, yes, sighted couple of days ago, but a woodcutter in the forest. Fortunately, he wasn't found out and ran to the village. The elder went to the prince for help, but they're "two days late". The party decided to stay the night, ordered the villagers to barricade inside**, while they will be staying in the elder's house. The party got ready went to sleep. When the orcs were sighted, the party got up and armored up.

At first, there were two orcs. Both were killed by giant steel swords coming out of the windows, when they wanted to peak inside. Their roar was heard, so the rest of the orc came. About 8 orcs (CR 1/3) and an orc barbarian (CR 1). Yes, this was almost a no-win scenario. The rolls weren't in their favour. They took out about 6 orcs, but about that time the chief attacked. Crom wanted to stay in the front door, but the orc was a barbarian on rage (and I miss read the stats), so he downed him in one hit (Crom was -8 after it). The rest was history. Black screen full of pain (and butthurt from the players). Suddenly they hear horses, but that's the last thing they heard. When they woke up, it was day. No bodies anymore. Blood everywhere. They were bandaged up. Captain of the guard entered the house. Captain Raymond greeted them. He told that a villager ran to the city that orcs were sighted, so he took to the horses and lancered the fuck out of them. Unfortunately the elder and the kid died. The party saw their bodies outside. *** Only the dog survived, so they took him with them. They saved the village, but at what cost? Well... they helped save the village.

eBXl5dYl.jpg

Nathoud

Nathoud is a city of about 12 thousand people. Here the main export and import is trade. Being on the end of Long Road, near the Golden Road and having rich mountains is very fruitful. They trade with Rashemen, Damara, Narfell, mountain tribes and Tuigan nomads. The ruler is Madis, the Merchant-King, who rules from a castle in the center of the city. There two temples here to Waukeen (that also works as the merchant guild) and Chaunthea. Also there's a Enclave of the Red Wizards of Thay. Why? Maybe the party will find out. Here mainly humans live. Elves are nowhere in sight. Some gnomes, dwarves, half-orcs and halfings. Nothing major.

The party after entering the city are again thanked by the captain. He gives his purse (about 50 gold) to the party and they have a conversation. He tells them that they're the only party of adventurers that came here, because of the message from the prince, which is still on the table. Not wanting to let the prince waiting, they move to the castle. They see a familiar face of a soldier leave it, he must have reported about the situation, so the prince knows about what happened to Breezevale. The guard doesn't want to let them in, but after he hears about the "call for adventurers" from the party and the second guardsman, he lets them in.

M0wMreNl.jpg

Prince Madis, the Merchant-Prince greets them inside a dinning room slash throne room, where spicy food is presented. He's a Calishyte. Yes, that means that the NPC is from even a further land that Havi himself. They don't question him and eat the food that was given to them. After the feast, they hear his plea. Couple of months ago, the tribes started to move from the mountains. Nobody knows why. Maybe something evil is going on there? Nobody is willing to talk to the orcs, which are killing and ransacking nearby villages. Also, the prince sent a patrol to the mountains, but they didn't return for weeks. Before they'll be sent there, they need to help the trade. Even when there's little of it now, it's the main priority for a trade town. They are asked to help one of the three "advisors" that neighbors sent to Nathoud, because they'll have time to only help one, before being sent to the mountains. These are:

Aiden, an advisor from Almorel. The city is deep inside the Hordelands, but some merchants from the Golden Road, with good security, try to go to Nathoud directly, not by the mountains and Rashemen. The city is ruled by merchants and, it seems, that's their main goal in the region. Aiden is inside the Red Wizard Enclave. He's scratched from the start. "RED WIZARDS!" argument.
Ebeseu Harthgroth, the "Ranger of the West". He's the brother of Thalaman Harthgroth, the leader of the biggest tribe in Narfell. They're de facto the leaders. He's staying inside the best (and only) inn in the city - The Summer Palace.
Imzel Stayanoga, an hathran advisor from Rashemen and the Wylcharans. She's staying in the alchemist's house, who is called "Medusa".
If anybody knows their FR stuff, all of these are really "bad news". Some sound as a "good choice" at start, but they really aren't.

The prince doesn't tell the party what the advisors want, they need to find out for themselves. "Asked them and help them" he says and they leave. After a long debate, the party decides to not talk to Aiden, they want to help Imzel and will listen to Ebeseu. They decide to start with the ranger, since they were given free lodgings and food by the prince's order, so they enter the Summer Palace. They don't need to look for the ranger too much. When they ask the bartender about him, a cloaked figure that had his beer spilled on his hand, because Crom hit the counter too hard, raises his hand. They talk about the prince's order and the ranger reveals his problem. Orc sightings. His agents found out a orc camp couple of days west of Nathoud. He wants to check it out and find why they're there. During this time, they ask him about couple of things and diplomacy prevails. They find out that the ranger wanted to know what happened to the prince's message about the adventurers. He guesses that any message that went to Almorel must have been taken by Tuigans or at least in Almorel they wouldn't be posted. Rashemen? He only heard that in Mulptan the message was delivered. Other cities are silent. Maybe somebody was attacked on the roads? In Narfell, he heard about a "tribe" that attacked two couriers (the prince didn't want to send a third one), but his investigation found out that this wasn't any tribe he knows about. His brother was asked about this and he doesn't know about it either. He will however ask about it during the summer, when the tribes have a meeting in Bildoobaris, but that's couple of months away. The party thanks for the talk and leave to meet with the hathran.

They find the alchemist's house near the walls. All wood. Built between stone houses. Must have been a pig farm or an empty space before. The scent of leaves, flowers and other stuff greets them and inside they see a lot of alchemical ingredients and potions. They are greeting by Amelia "Medusa". Upfront they see that something "is not right" with her. Green hair, pale skin, tattoos and green pupils. Alton knows that she must have Fey or Dryad heritage. She talks with them with this slow and calming voice. They have no money, so they just peruse the place. It doesn't take long for Imzel to arrive. This witch, from what they see, doesn't need to wear anything to keep her warm. "Magic" is the first thing that comes to mind, when they see that she has little to no winter clothing and her hair doesn't move when the wind blows. They talk about her problems and she reveals that the ghost told her about orcs in the south. They entered a ancient Raumathari ruin and are searching for something. "The ghost aren't pleased" she says.

The party of course left to decide whom to help. A decision that will haunt them later, because this is the most important of all in the beginning, this will shape the campaign. Ultimately, they decide to help the ranger as helping the hathran means going to ancient ruins full of traps, undead and other stuff that they don't want to deal with.


* This is the fun part. If Alton didn't succeed, the attack wouldn't commence. The orc would just wait for them to leave. They had to attack "now", because they were seen. The village would be rubble the next day, because they didn't check for dangers.
** This is the second fun part. If the party wouldn't alert the town, nobody from it would run to the city for help. Yes, I would have them killed or have them be prisoners.
*** "If you didn't said it, it didn't happened" They didn't order the elder and the kid to rest in another house. I've even talked about them during the encounter. So I've had them killed.
 
Last edited:

Havoc

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Grab the Codex by the pussy Insert Title Here RPG Wokedex Dead State Divinity: Original Sin Project: Eternity Wasteland 2 Codex USB, 2014 Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker Pathfinder: Wrath
Hey cool. Will follow. Funny that you're using Icerim. We're (the let's play I'm running, see sig) playing in Rashemen so just South of you guys.
Grunker said:
My players, used to playing good guys as they were, debated for almost half an hour what to do with the servants. "Bind them and gag them," one suggested. "No, too risky, we have to take them with us!" another chimed in. "Hmm, won't that leave us open to being caught if they make noise?" a third voluntereered. And so it went on. Finally, after much discussion, Viktor ventured: "wait... why don't we just kill them?" Their was a long silence. Then they murdered the servants and went on their merry way.

It seems you have the opposite! Not only an evil group, but players that almost always played the good guys. ;)
 

Havoc

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Chapter I
Cv89acjl.jpg

Session 2: This isn't a simple adventure, is it?

The party decided to help the ranger. He reveals to them more information about the job. He says that the orc group is counting 20 warriors, a leader and a shaman. The latter is of interest to Eb. Apparently, his spies told him that the shaman had discussions with hobgoblins, which were sighted during last months of problems. They get ready for couple of days of travel, during which time they name their new companion from Breezevale, Favik. The little white dog fits perfectly inside Havifgar's backpack, so nothing happens to him during combat and travel.

They also found a couple of dwarfs that stayed in the inn. They were the night before and today they looked like they will be leaving. Alton and Garen decided to talk to them. Only one of them was willing to talk and he (despite dwarven character) reveal his name Turik Stonehammer from White Grave, a dwarven fortress in the mountains. This is the first they're hearing about this place (and not the last - next session). They asked if the dwarves will be willing to help them fight orcs, but the dwarves declined, wanting to journey back home. Seeing orc-hating and helpful adventurers, Turik tells them to talk to him, if they decide to visit the fortress.

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The party is lucky on the road. No random encounters. The weather isn't very nice, so they travel a day longer than anticipated (and that makes a certain event to happen before they arrive*). During the six day, they were ambushed, but they saw the orcs, so no suprise round. About ten orcs. One tried to run away, but thanks to Eb, who was travelling with them, he his stopped with an arrow to the back. After the battle, the ranger isn't happy, when the party says "Ten less to fight!". He says that these aren't the orcs, they are looking for. "Different tribe" he says. They fear that could mean more orcs in the camp. Alton and Eb sneak during the night to check the place out. It isn't very big. Two giant tents, campfire. Around it wooden palisade mixed with snow (not much of a wall) and a tower with a lookout. They see about 5 warriors and their bosses that are arguing. Where was the rest? Patrols. Three groups were patroling the woods around the base and changed with the warriors inside every couple of hours.

When the group came back, it was time to devise a strategy. They decided to move wood behind the shaman tent, to enter the camp and kill him first. The lookout will be taken care of by Alton and Havifgar from a distance. Rolls went good and the sleepy orcs didn't see the dying lookout. "He just want to sleep! Lazy!" would be heard. What would Eb do in the mean time? He offered to distract the patrols, but asked the party to hurry in the camp, because he might get killed.** The rolls for moving the wooden logs wasn't that great. The snow and ice made them hard to grip and just after the second log, it fell to the ground making a noise. The shaman woke up, but suddenly Havi went inside the tent and killed him with one attack.

The battle wasn't long, but it was hard. Grease, bless and other spell were thrown. Everybody was hit, at least once. After the fight the party decided (about debating) what to do with the camp. Inside they found out some potions, a map to a mine and bags of iron ore. They took the heads of the leaders and left to help the ranger, who is near death from the wounds. Orcs cornered him, but he took out some during the process. They were quickly dispatched after being scared by the chopped off heads. Eb thanked them and he's in their debt. They left for the city.

During camp, Eb asked them what they found out. Decided to inform his people and here the party saw the ranger's companion. A giant eagle? They couldn't recognize it, but it could be a young roc. He gave the pet a copy of the map and some orders and it flew away with it's massive wings.

Before the party entered town, they put the orc heads on pikes before the gates. A sign to the enemy orcs. They went directly to the prince, where they told him about their success. He rewarded them with a thousand gold and asked to help him with the missing patrol. They were ordered to check the mountains for clues and left for White Grave over a month ago. No words from the as of today. The party had to travel to the dwarven fortress and asks the dwarfs for help with finding the missing patrol.


* This was the meeting of the orcs that the party could spy on. Two tribes. One was on orders to guard iron brought by a group in the mines, the other was taking it... somewhere. Here they would see that the shaman and chief have major differences (something that they could have used, even when I gave them a hint during the real spying).
** Which I was rolling for after the encounter. If I rolled between 15-20, I would have him killed on the spot, but the rolls weren't going for me.
 
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Havoc

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Chapter I
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Session 3: Or "You've got to be fucking kidding me!"

The party got ready for mountain travel. They bought ropes, hooks, racket shoes, warm clothing and other stuff. Also a mule, because they didn't want to carry all the stuff. They left with high hopes. "Only three days of mountain travel!", but I was a cruel GM. First night, orc attack. Crom, the tank, stayed guard. All the rolls below 7. He didn't see 5 orcs get behind the main tent and trying to get inside. Thanks to giant perception roll from Alton, he woke up and saw a dagger cutting the tent. The party woke up, but there's a problem. Havi, Garen and Alton don't have any armor on them! Only Crom had any defense. Another problem rose very quickly. More orcs with wolves were coming from the south. The orcs were dispatched quickly, but Garen also. His last words were "By Torm!", because he casted Bless. He was out. The rest fought with their life on the line, but survived. The orcs? Not so much. Wolves on the other hand had one wolf surviving that the party took pity. Why? He always rolled 1 for Grease. That means. Everytime he tried to get up, he fell again to the magic slippery surface. This was cast on snow inside the tent, so I allowed it (it needed a solid surface). Havi took care of him and when Garen woke up, he healed the whole party (Channel Energy is OP). The party decided to move a hour from the camp, to rest there so blood doesn't bring more enemies. After resting they were reading for travel. The wolf followed.

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During travel, Alton sees something on the hill. A massive creature, bigger than them. He was standing over something. Alton recognized the creature as an ice troll. The party decides that they want to know what he's looking at, since he isn't interested in them. Alton sneaks up, but is seen when the troll wanted to leave. Apparently he stroke down a dwarf with his axe and wanted to take him, presumably to eat. Seeing the party, he tries to scare them away, but they want to help the dwarf. Troll noticing that it doesn't help and they want to provoke him to attack, tries to leave with his lunch. They charge at him with weapons drawn and torches lit up. Havi made the most damage. About 90% was his doing. Striking the monster twice with damage near or over 20. The beast fell and was torched to death. The party then healed the dwarf. He said he was from White Grave and was travelling like always. He didn't see the troll, when snow fell to his eyes and the creature charged from the mountain.

He told them his name is Hobrek Stonehammer. The party was asked about their journey, so then the explorer offered help. The map they got from the prince showed the "main road", the millennia old rocks that mark the mountain road to White Grave. He told them he knows a faster way, and they took the offer. During the travels they exchanged couple of words. Mainly the dwarf was interested in Torm as the cleric saved his life from near death. He wasn't willing to reveal anything about the fortress or their king. "When we'll be inside, somebody will tell you about everything" he told them. After resting, they returned on their journey.

Here's the kicker. I've made a simple list of encounters. Here's a copy of it.

Roll 1d20
1 - 10 - Nothing happens
11 - 13 - Wolves or other wildlife
14 - 16 - Orcs
17 - 18 - Trolls
19 - Ice Giant
20 - White Dragon (Kill a player, the rest survives)

Guess what happened during the last day roll for random encounter? YOU ARE RIGHT!

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The party saw a giant shadow on the side of a nearby mountain. When they looked up, they saw a flying creature. From this point on to the moment of "rescue", they were grumbled about encounter level and other stuff ("Why the fuck are you attacking 3 level chars with a fucking dragon?!"). The giant beast was huge or even bigger. It flew over them (I could have killed them here, but I didn't *insert polish stalin meme*). They all failed fear rolls, except for the cleric. The rolls were in their favor as they founded a cave. The beast didn't want to leave them alone. His giant jaw entered just behind them, trying to get one of them. They feared the breath weapon. I here decided to kill one of them. Whoever decided to be behind or sacrifice themselves. Then Crom said "I use my tower shield for total concealment!". I was like "Ok, fuck your shield. I'm taking it and your fucking arm!", because I couldn't hit him since that orc-train moment. I asked for a reflex roll. He rolled a fucking 20. Welp, he lost his tower shield only. I was going to take a life, but only took a shield. I'm a fair god.

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The dragon raged a little, trying to make the mountain fall over the party heads, but it didn't help, so he flew away. The tower shield was encased in ice and the path was blocked by an ice wall. The party found themselves inside a cave that even Hobrek didn't know about. They started to move through the tunnels in hopes of finding an exit. After a couple of turns, they saw light, but was campfire. Alton sneaked near and found two over-sized orcs with grey skin. He recognized them as Orogs (half orc, half ogre). "But they are only seen in the Underdark!" was the first thing that came to mind, but they were too close to the surface. They decided diplomacy. Havi and Crom went to talk to them, while the rest stayed behind in the shadows. The two Orogs, a two-handed sword warrior and a wizard with a wand, were talkative. They weren't willing to let them pass, unless they payed the toll (200 gold pieces per person), but the party was broke (remember that thousand gold they got from the prince? Pepperidge farm remembers!). They asked for a way out, so the wizard told them a way, but Sense Motive said TRAP.* Havi and Crom said "sure" and left the Orogs to think about a strategy with the rest of the group.

Plan was simple. Hobrek with the animals would go to the tunnel to make walking sounds. Alton lays two bear traps near the entrance, while the rest hides behind a wall. It was pitch black, so only Crom saw anything. Almost every roll went their way. The Orogs took the bait. Moved near the entrance. Didn't see Crom watching them. The traps were seen. The fight started with a light spell casted upon Havi by Garen. The wizard lived for 2 rounds and the warrior surrendered. He threw his weapon down. The party was too greedy and wanted his armor too, which made the Orog try to run for his life.** He forgot about the bear trap, which killed him and destroyed the armor (it was non-magical too). The party took what they found on the corpses and moved pass the Orog campfire. They found a shortcut pass the mountain and next to the dwarven citadel. This wasn't good news for Hobrek, but the rest was happy. At this time, Favik, the white dog, got sick, so that made the party move faster to reach the citadel.

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White Grave

Outside it's all white thanks to the buildings made out of white marble. There's even a giant dwarf statue carved atop of the main city gates. The dwarves lives inside. There're they met an old dwarf that gladly helped them. They've asked about meeting with the king, he in turn asked Hobrek about letting the advisers and king know about guests, while he'll tour them around the fortress. Here's the tale of this place: It all happened with a dwarf named Ulric Stonehammer, many, many generations ago, that decided to find a place he would call his own. While traveling with his fellow dwarfs, he had to make camp in a cave, while snowstorm hailed. After it settled they found out, that the cave has a secret - white marble. They took a sample and went back home. He came back with dozens of dwarves and founded White Grave "Because we'll die here, in this white grave." Quickly the fortress was know for it's marble, but when the human civilizations started to pop up, the trade died down. A massive fortress of over 40 levels, housing and feeding 1000 dwarfs, became a half ruin with 500 dwarves. They still live and thrive, but they have to find other ways like masonry, sculpture and iron mining. The latter they must mine from a giant hole in the center of the fortress that goes over those 40 levels deep and is operated by a crane with a troll.

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The party started to ask about meeting the king, so the old dwarf obliged. They entered the almost empty throne room, where Turik Stonehammer, whom they met in Nathoud, was standing. He greeted them to White Grave. He greeted him in kind calling him king, which was a laugh for the dwarves, as the old dwarf moved past Turik and sat down on the throne, next to his giant horseman's pick. "Sorry for the deception, lads. I'm Domas Stonehammer, king of White Grave. Welcome to my fortress." and after that they had a conversation about what they found and wanted. The king decided to help them, even the next day, but unfortunately, a wizard dwarf named Yesslick Opalrune, entered the room. A snowstorm was coming, so travel would be suicidal. King forebode them leaving and told them they'll have to stay for 10 days. In the meantime, he asked them for help with cleaning the lower level from "vermin" with Turik.

* Here's the kicked. It wasn't only a trap, but a hobgoblin encampment with a drow leader. They didn't learn this secret.
** "Why?" Easy. If he went back to the camp almost naked, he would suffer a bigger punishment than death by the drow's hand.
*** Was writing the last ones "with speed" so there might be some massive errors in spelling, grammar or the like.
 
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Havoc

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Yesslick, eh? ;)

Pure accident. I'm that kinda GM that makes shit "on the way". For example, the Stonehammer name came to my mind when the party asked the dwarves about help (Turik's name also). Hobrek? I've rolled 17 and wanted to make the encounter memorable, so I've added a dying dwarf. His name, portrait and who he is came only just after the encounter. "Throw and whatever sticks, it sticks." This is also how I've came with the main antagonist of the campaign, because I couldn't decide what it will be, but just after, I don't know, third session, I've had an epiphany. And if I can say, it's a quite good idea. Maniacal. Insane. We shall see if the campaign will continue up to that point.

EDIT: Except for the next post. I've "made" the dungeon before hand.
 
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Havoc

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Chapter I
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Session 4: My first dungeon crawl

The party decided to rest. They were given a makeshift room, since normal houses are for dwarven sized people (and a two meter half-orc is overdoing it). A storehouse was empties and bed were brought up. Some even got couple. The animals were taken care of, so they didn't have to worry about anything. Crom replaced his destroyed tower shield with a new one. The armor they found on the Orog was in the repairs that would take couple of days. So they got ready to travel with Turik. They met him with the rest of dwarves in the throne room. They talked a little and left with him.

Turik explained to them that couple of times during the months, he sends scouts to the lower levels. They need to be cleared before anything spread to upper ones. Animated plants, undead, spiders and other stuff. He even mentioned an Umber Hulk. When the king heard about it, he decided to take care of it himself. He came back with no scratches to speak of. I'm feeding the players here information, like in other spots, about other people, events and such. The king isn't a pushover and has some "dark" story behind him that the players will learn in the near future.

Turik is worried that the scout he sent, didn't answer for a long while. He sent another to find him, so he wants to investigate the situation personally from the start. He takes with him two more dwarven warriors and they leave for the lower levels. During this the players hear about the life here and how it changes depending on the level. The most alive ones are the middle ones with housing, farms and such. The lower you go, the more quiet it becomes and the more dark. On the level they want to be, they had to use torches to see. There they find the second scout. He tells that the first one is nowhere in sight, but he found some footprints in one of the tunnels, which Turik doesn't like.

Map

Not my work.

(0) They find fungi and pools of water. Turik explains that these tunnels should be flooded. When the fortress was expanding, they hid a underground river that flooded many levels and took many lives. It soon becomes apparent that something or someone drained the water from these halls, so they start their search.

(1) They find out that this level was once a tomb with light torches. The sarcophagi are untouched, but the walls and ceiling isn't. Lots of rubble that bars them from passage. A small pool of water, that is deceiving, because it's quite deep. Havi and Alton jump to the other side and they hear noises coming from the caves that were behind a fallen pillar. This is then used by the strong Havi to make a makeshift bridge for the rest heavy armored party.

(2) Spiders were luring in the caves, so they dispatch them very quickly. Here the players see that Turik isn't a weak dwarf. He singlehandedly kills couple of them (Cleave). They venture deeper and find a underground lake (3) which is quite deep, that they need to swim. They decide to check the other tunnels. Here they found more spiders and a "surprise" - a black, red eyed spider. He quickly throws magic at them (Darkness). He gets recognized as a demonic spider, but is killed rather fast. A dwarf gets bitten and loses some strength, but other than that, nothing major. They find his lair, where there rest an old body of a dwarf, a gray dwarf. "This shithead." comments Turik. Duergar was tied and didn't have anything on him. "Black butts (Czarne dupy), I bet." comments again. The drow must have throw him here and experimented.

(5) The party decides to take off armor and swim to the next end. During which couple of people find out about a cavern nearby. Havi decides to find out and thanks to great swim rolls, he comes back with a chest that was hidden there. Apparently the level above it had a chest that fell through the floor after the whole complex was flooded. Here they found some destroyed clothes and a magical greataxe that was enchanted to defeat "rocks" (golems and earth elementals). They do not stop to make camp in narrow passage ways.

(6) Here they find an empty temple to a dwarven god. Unfortunately, nothing here was left behind or was robbed. Seeing the drow presence from before, Turik bets on the latter and is fucking pissed. He wants blood. Also here they find couple of things. First, more signs of the scout - a torch and some dry clothes. Second, a tunnel that turns right and some sounds that come from there. Third, a hidden passage made out of earth and stones (just break it!).

(7) At first, they don't find anything, but they aren't stupid. They move together and move inside. They see the temple's loot, but Alton sees the cave resident - a large bat creature. Ghoulish looking. It was a Skaveling. Alton is ordered to shoot at it, which it does. The beast flies down and another combat ensures (with Havi outside to guard the primary tunnel). He wins initiative and screeches. Everybody except for Turik fails their saving throw, drops their weapons and shields and are stunned for 2 rounds. Turik starts to beat it, but he misses... a lot. Havi comes running and obliterates the creature. The loot is given to the dwarves and the questions start to pile up. "What was a ghoul bat doing inside this cave?"

The dungeon wasn't finish. It will be today, maybe.
 
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Havoc

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Chapter I
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Session 5:
Unfathomable ally


(8) Where we last left our party, they dispatched a ghoul bat and took his loot. Apparently there was some rope and glass in those temple items. It didn't add up, so they searched for more answers. They entered the corridor before them. Alton was quick to find a secret passage (9)*. While Garen, Alton and the dwarves check the passage, while Havi and Crom check the rooms nearby (10). During the former, the halfing heard some talking behind the next secret passage, so he threw Comprehend Languages, to understand them.
Unfortunately, he was heard, so only couple of words were understand by him, before a complete silence came. Apparently some grave robbers, who maybe are drow, are ransacking hidden tombs. While that happened, Crom and Havi found out that the rooms were searched before they came. Nothing of value stayed behind. Books destroyed, because of water. Chests opened and looted.

They decided to search for more (12). In a giant room, where a broken fountain was in the center, a dwarf was sitting motionless, surrounded by plant life. Vines, fungi touched almost every place in this room. Alton wanted to tell the two about their findings, but just when Crom and Havi touched the dwarf, the plants attacked. A wall made of vines (11)
separated the party. The imprisoned had to fight a plant zombie (Yellow Musk Zombie) and vines that revealed themselves from underground (Yellow Musk Creeper). They didn't stand against the plants' spores that entranced their minds. Havi had his skull penetrated and brain damaged. Crom was second, but Garen and the dwarves, that were alarmed by Alton, came to the rescue.

Turik dropped his weapons and hugged the dead dwarf, who's name was for the first time spoke out loud - Borngrulf. With crying eyes he looked at what happened to his close cousin. During this time the party started searching (Again with these Alton's perception rolls), and found out two secret passages and more glass within the plantlife. One lead to a cave (14) and like the other one from the temple room, it seems it was man-made, stones and earth thrown to make a makeshift wall. The second one (13) lead to a flooded room, where giant fungi was growing**. Turik was burning red and shouted bloody murder for the drow. The party calmed him down and asked for some time, while they searched the cave. He agreed, but he, and the dwarves, stayed in the fountain room.

The party closed the secret door and searched the caves. Here they found signs of campfire, leather bags and a rope pulley with some long rope. It seems that the drow were not only ransacking the place, but also sending it down. There was also a hidden tunnel behind the hole (16). There they found alchemical and magical components, plants in jars. The drow were infesting the place with this. The chest had loot inside, but it had a magical trap, so they decided to leave it for now, until they find the key.

Crom and Havi found another secret passage (15), but this one just was an old wall that could be crumbled. They decided to destroy it, but what they saw made them stop in movement. This was yet another tomb, the first room, but it was "occupied" by some dwarf. He didn't look alive. Empty eyes, armored to the teeth and having a white aura. It was, certainly, an undead, but they didn't want him disturbed. He moved his lips, but only Alton heard his voice, for the rest the wind didn't make any noise. He asked for them to leave, but they wanted to ask some questions. Mainly about the drow. He told them they were too scared and he killed some of them. The party decided to not fuck with the dead and returned to the party. They learned from the dwarves, Snorri's past, which the accounts of were conflicting and very little was really known. He was supposed to be buried in the mountains. Once a famous giant slayer, that was betrayed by a troll he saved.

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The drow hoped for adventurers to fall to their traps. The fungi and a special monster that stood in their corridor (19). This didn't happened. Turik ordered the secret door (13) to be disabled or broken and the party would attack head-on (9). The party buckled up, readied themselves and when the door opened, the drow were caught off guard (18). They didn't know about the secret passage. Three warriors and a sorcerer were attacked. It looked bad for the drow, but the special monster came to help. After the sorcerer threw a spell to make Turik sleep, he disappeared under Invisibility and a Phase Spider attacked from the shadows. He had Turik in his mandibles, trying to poison the dwarf. The party diverted their attention to it, instead of the drow, but it jumped to the Ethereal plane once more. This time biting Havi and poisoning him***. The monster was quickly dispatched by the barbarians hard fist blows (and it was already baldy hurt, because of the swords and axes). They started the search for the sorcerer.

He, unfortunately for him, panicked when he saw the secret door not opening. Instead of hiding in the fungi room, he decided to hide in one of the side corridors (19). He was quickly found. Again. By the halfling. Fuck this perception bullshit. After the battle, loot was taken and the party returned to the upper levels. They were tired and hurt, so they decided to find help for Havi. The dwarves worshiped Sharindlar, the goddess of love, romance and mercy.

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The temple halls were empty with a giant podium. It was all for the dances and other parties that would happened here. The dwarves were happy here and were willing to share it with the party. There were of course altars to other gods of the dwarven pantheon, but no such great as the one to Sharindlar that was behind the podium. A giant needle on fire, that was the size of a two-handed sword and an obsidian wheel. They saw their animal-friends sitting next to a young female dwarf, that also was sitting on the podium. The party asked for help, which in turn the woman told them, that they're asking the right person. She helped Havi with his mental and physical problems with magic and introduced herself as Ingra Stonehammer, the cleric of Sharindlar. Havi in turn asked for a tattoo of the goddess name, so he would always remember who helped him, to which the priestess agreed to do later, when the party rested. She also asked about their troubles and Borngrulf, but wasn't that sad about his demise. "Don't worry. He'll be back very soon. He was just gone a day or two." she smiled to them.


The party next action was to meet with the king, where he was debating with his advisers (Yesslick and Turik, the latter was all healed up). He said that he's indebted to the party, once more. For this, he would do the biggest honor he could think of - he wanted to join them in their quest, to which Yesslick heartfully disagreed and Turik shouted about honor and debt. The party decided here to stand behind Yesslick and went for a comprise. They asked for Turik to join them instead, to which the king and Turik agreed.****

Debate started about their quest, to the surprise of the dwarves, they didn't know who they really were searching for. "Just a patrol" they said. The king explained the whole situation. Over a month ago, the captain of the guard from Nathoud came to White Grave with ten soldiers and three mules, all equipped and ready for a long journey. Their orders were to find information why the mountain tribes are coming down to the highlands. They were given five places to visit and information about them:

Circle of Auril - an ancient, but still, holy place to Auril. Long ago this place was brimming with followers and clerics, but also dragons and giants that wanted to pay respects to the goddess of cold. Now the place is quiet, but some followers or clerics maybe in the vicinity.
Unknown Tower - Tower, Rock Tower, Rock are the names the dwarves give to the party. No information is know about this place except it's made out perfectly cut giant slabs, that no mere dwarf party could transport, let alone lift. There are no windows or doors, but the place has a magical eerie feel to it. It maybe open now, but the dwarves do not know.
Annam All-Father Temple - The temple to the father god of giants. This place is a giant ice cave that has some carvings on it, but nothing else special. The place once was full of ice giants and even had hill giants go on a pilgrimage to this place. Now it stays empty, just like the Circle. If the giants were still there, then the thing that scared off the mountain tribes wasn't affecting them, so the patrol would move to another place.
Raumathri Prison - Over a thousand years ago, an imperium stretched from this mountains through Rashemen. Ruled by battlemages. They built this prison for their prisoners of war with Narfell, but also for their most hardcore lawbreakers. This was converted, officially, to a prison mine, but there were rumors about it becoming an experimental laboratory to test on humanoid specimens. The dwarves never really checked the ruins for a long time.
Mud Ring - This is a "holy" place for the mountain tribes (and favorite of Domas, the king). When the tribes do not fight for resources and conquest, here they can fight without shedding blood. Honor, women and other stuff. Two men enter the ring and fight until the other gives up or dies. Surrender isn't considered cowardly. The sad part is, even when the fight isn't bloody, the fights after it usually are. Sometimes the winner isn't the favorite, so the tribes fight, but since the ring is a holy place for them, they fight only around it. Stones mark the place around the mud. This place has underground hot geysers that make the ground warm and wet, so never ice or snow will take control over it.

The patrol never told the dwarves from what place they will start. There was some debate about going from Mud Ring and ending at the Circle, but the rest opted for the opposite. The party will have to decide where they start their quest. In the meantime, they asked for some compensation for help and went to rest. This would result in Yesslick coming to them with a giant sword. A two-handed sword that once belonged to Snorri, the giant slayer.*****

This was a surprise moment for me here, when Yesslick left the party with the sword. They decided... to return the sword. Just like that. "Will the ghost be mad with us, because we have his sword?" "Let's return it." "Ok." and I wasn't prepared for it, so I had to double time with improvisation. Fortunately, they started with sharing the loot and buying stuff, so they rested a day. This gave me time to prepare something with Snorri.

I don't have anything that would... describe in picture the scene. The party went to the lower levels, once again. This time they had the sword and wanted to give back the sword. Once again, only Alton heard his words. They were distraught when they heard, that the ghost will never rest. They asked him questions about what happened. "Ancient powers... older than myself... woke me up. I... must save... the clan." he said ominously. He asked the party what would they do with the sword. During this exchange, they mention Domas Stonehammer and the ghost tells them that "Domas is not of Stonehammer blood... his a fake." They answer the ghost, that they hoped the sword would give him rest, if they returned it to him. He said it would do, so they asked how could they help him. "You will not be given... anything in return for... helping me, and even that... may mean death... for one of you." and this was another fun moment for me, because the players "knew" I was "out for blood" and wanted to kill one of them since the dragon chase. Everybody "knew" it was them. Crom, because I couldn't hit him for shit. Havi, because he had too much DPS. Alton, because his high perception rolls. Garen was quiet, but I bet his bet was on himself. The party, in-game, agreed without any hesitation, like a true good party. The sword was taken violently from their hands by an unseen force. The sword with the dwarf started to levitate (music). Suddenly the entire room was filled with cold winds that whirled around the ghost. The halls were crumbling, rocks falling from the walls and ceiling. The path behind them was too dangerous to get pass. Lighting bolts started to rise from the sword and hit places around them, but not them. The party feared for the lives, but after couple of seconds, a blinding light hit them and the dwarf with the sword was nowhere to be seen. One of the sarcophagi, with the name Snorri "Giant Slayer" Stonehammer was inscribed, had it's cover destroyed. Inside the body was gone or was never there. Fumes of smoke rose, like it was recently burned. One item remained, a simple iron ring. The party once again feared that this was a test.****** Alton decided to check the item out, but once he had it in his hand, he felt that somebody was... locked inside. A familiar voice was heard in his head. Snorri agreed to help them, if they ever asked him.

This was the end of the session. The party didn't decide what to do next (they had couple of days in the fortress), so we concluded the session for them to relax and decide on course of action. The last scene in the fortress will be of giant hole, that leads to the mines under the fortress. The players will see dwarves and equipment being sent down by the troll and crane machine.

* Fuck his rolls. +12 to Perception... always rolls at least 15 on the dice. DC was 25 for that fucking door.
** This was a hidden Ascomoid that was supposed to attack other creatures than drow, when somebody would be near. They didn't fall for this trap, but we're giving XP as if they completed it.

*** After the creeper, he lost 7 INT. Now he lost 3 CON.
**** This was also a turning point in the campaign. You will understand in the next sessions.
***** Two-Handed Sword +2, +4 vs Giants, +2d6 damage vs Giants
****** Again with the dying. They also guessed (wrongly) that "one of could die" meant a fight.
 
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Havoc

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Dude your sessions are awesome. Wish that I could play with you, alas I'll lurk here and witness this masterpiece of a game.:bounce:

Thanks, but personally I don't think this is a masterpiece. I make many fuck ups during the session and improvise most of the stuff on the spot. The latter isn't very good in DnD types of games, especially with the former. How can I explain to the players, that the damage I rolled that almost killed them, shouldn't even happen because I miss read something? "Roll with it" sure, I can say that, but once, twice and even more times is too much.

About the last session, I found out that I, subconsciously, add similar themed stuff every fantasy game I can. Persons locked in items, voices in players heads, ghostly helpers (or deceivers). I once GMed players a campaign (it wasn't centered on this), where they found an ancient sword guarded by an orc clan. It was hidden very deep, so no light could touch it. The players took the sword with them, but didn't unravel it. They used it only, when they were found inside the goblin camp (over 200 goblins). How? They heard a voice that asked them to release it. "Just take out the sword from the scabbard" it said. Apparently it was a devil that was trapped inside it for millenia and wanted revenge against his former masters. The players "helped" him unknowingly, when they found (another) an ancient artifact that they traded with the devil for surviving a no-win encounter (it was their own fault here). The item let the user, depending on his power, to create stuff from nothing... so he created the 10 layer of Hell. Shit happened in the planes, because the party was too concerned about themselves. Evil party, so nothing wrong there.
 

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Thanks, but personally I don't think this is a masterpiece. I make many fuck ups during the session and improvise most of the stuff on the spot. The latter isn't very good in DnD types of games, especially with the former. How can I explain to the players, that the damage I rolled that almost killed them, shouldn't even happen because I miss read something? "Roll with it" sure, I can say that, but once, twice and even more times is too much.

Don't say it then. That's the thing about being a GM, sometimes you have to improvise or even bend the rules a bit, to create a good game. Of course I'm not encouraging cheating your players, but if you've fucked up hard, then try to make ammends in secret, and don't let them know that. It's a better idea generally.

As for the second part of your post: that actually sounds pretty awesome. The idea of sentient swords is a new thing for me, as I mainly play WFRP and generally low-epic, low-fantasy settings. But this... this I could use in my game.
 

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Don't say it then. That's the thing about being a GM, sometimes you have to improvise or even bend the rules a bit, to create a good game. Of course I'm not encouraging cheating your players, but if you've fucked up hard, then try to make ammends in secret, and don't let them know that. It's a better idea generally.

The problem isn't that I tell my players this, but they find this out later or during session (after it happened). Don't worry. I cheat. I fumble the rolls. I make hidden ones. I lie to them. I mislead them. I kill them outright. I kill things they like. I take stuff they like or want. I'm not a nice GM. :P
 

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even bend the rules a bit, to create a good game

I detest doing this to be honest. The rules are the arbitrary judge, the rules of reality. Player loss and achievement is diminshed considerably if the GM engineers the experience. It's the P&P variant of "well then you may as well read a book."

For rules-heavy games like Pathfinder, D&D, GURPS and so forth, I think the GM has a certain responsibility that things play out to an arbitrary judge (the rules) and not to the DMs construct. The interplay between GM and players is made meaningful by the neutral arbiter that judges the player's actions.
 

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Well, I never go "this works like this now, even if the rules say so" and fuck the players builds or something. I try to be an arbiter, when it comes to the rules. Saying "if it's in the book, then okay" with objecting to some of them (like 3rd party stuff and some more... radical ideas from munchkin players).
 

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Sure. You can change the rules no problem. I meant that you obey whatever rules (or changed rules) you agree upon in te group, and don't bend rules because they fit better with the narrative :)
 

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Strap Yourselves In
Some comments:

- I thoroughly enjoyed reading about your sessions and I think you're doing a great job. Your players are lucky to have a GM who seems enthusiastic about his job and one who is so well-versed in FR and who is also apparently obsessed with detail. I particularly like the illustrations you chose. Everything comes together coherently.

- I wouldn't worry too much about fumbling certain roles or making mistakes. From its earliest inceptions, D&D and its descendants have to make room for errors, and the good GM simply accepts that they happen and, if he cares about fairness to his players, makes up for them like you are. I might suggest considering bringing in some help. You could consider using a "co-GM" to help you with things like consistency, with quality control, and the like. Don't know how well that would work with the format you're using, but if you have a buddy who also likes to GM, it's worth considering.

- Your English isn't as bad as you think it is.

Do continue, sir.
 

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I detest doing this to be honest. The rules are the arbitrary judge, the rules of reality. Player loss and achievement is diminshed considerably if the GM engineers the experience. It's the P&P variant of "well then you may as well read a book."

For rules-heavy games like Pathfinder, D&D, GURPS and so forth, I think the GM has a certain responsibility that things play out to an arbitrary judge (the rules) and not to the DMs construct. The interplay between GM and players is made meaningful by the neutral arbiter that judges the player's actions.

If it'll enrich the gaming experience and make the game more fun for players, then I think it is worth it. Mind you, I did it about 3 times during 5 and a half years of GMing various systems.
 

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Hey, different dudes different ways of playing. It's not like there are universal truths about how to handle P&P.
 

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Chapter I
dBBgLJjl.jpg
Session 6: or "How to NOT prepare for a long journey in the mountains"

The group started preparing for the journey. Both some food and other stuff. Alton decided to learn something about the current dwarven king, but his search doesn't reveal anything useful in the library. The only things he found was that Domas was the brother of Babdar Stonehammer, the previous king, that didn't rule that much, so the "true previous" ruler was Ulric III Stonehammer and he was the father of the two. Additionally there was something about a troll attack on the fortress that Domas was in, before he was the king. Nothing else was in the recorded history. They came up with the idea, that Domas maybe a bastard son or a adopted son, both could be true. These dwarves do worship Sharindlar, the goddess of love, romance and mercy, so it would make sense. Question is, which is true? The party didn't want to pry even more and spend the rest of time resting. Crom got his (taken from a dead Orog) masterwork half-plate back that the dwarven blacksmith repaired. They also left jars of drow plants to Yesslick, that explained to them, before the last day, that these were magical plants that grow upon feeding them blood from a humanoid creature. This would also explain why the fountain room in the lower levels was overgrown, Brongulf's blood was a catalyst. Speaking of the dwarf, he came by to thank them for rescuing him, or more like finding his body. Ingra was able to resurrect him from the dead and help him recuperate.

The last day, just before the leave, was spent before the hole that was in the center of the fortress. The group saw the sending of miners and soldiers to the mines. It was like a ritual. Husbands and wives wished their loved ones good luck, caution them to come back alive and some even "encourage" them. Unspeakable description of what would they do to them as a reward, if they come back. This wouldn't happen in a normal human city, but because these are dwarves, they don't care about being "politically correct", and of course, because of Sharindlar. After all that, the dwarves stood on the platform that was lifted up by the troll, who was holding the ropes and a log for more friction, if ever something happens during the descent. The crane moves to the hole and they start to elevate down, lighting torches and getting ready. It is a long way down, but the dwarves on top will be staying and waiting to the end. The party doesn't have to, so Domas, Yesslick, Turik and Hobrek come to them. They exchange goodbyes and good lucks. Yesslick gives them a small item, that fits in a hand, a white orb. "A little thing, but it brings joy" ("Mała rzecz, a cieszy"), it was a light source that could be used on and off. The group departed.

They decided not to start with the Circle of Auril, because it would "madness". They would rather begin on the other side, starting with Mud Ring, going to the prison, temple, tower and lastly, the circle.

tnzOreWl.jpg
The party starts the journey, but the weather doesn't help them. They're met with very cold temperatures, that make them stay inside a cave for three whole days. After leave it, they're met with a snowstorm, but a lighter one, that was during their stay in White Grave. This however makes it hard to see the ambush incoming, but thanks to their successful rolls, they see it in time. Battle ensures with a small barbarian war-band of eight. They see something wrong with them. Their eyes full of madness and rage. Bodies tired, but willing. Their strength unwavering. They hurt Alton somewhat, but we're dispatched rather quickly. The party soon finds out that these barbarians were cannibals. They were looking for food, desperate. This of course sparked a discussion "Why they don't eat each other?" and this was the moment "I lost it". "Come on, guys. Let's not discuss this topic of why a cannibal doesn't eat another cannibal.", because that would mean more rolls and stuff. I explained to them (because Garen and Alton had high rolls on knowledge (nature) and heal) that cannibals don't eat each other, because it doesn't give them enough nourishment to survive. They would get very hungry, very fast. Of course, the dwarves knew "what" these barbarians were during their fights. They know about horrors of living in these mountains.

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During their travel, their hand another problem. The very cold weather and snowstorm combined, made the snow very solid. This could mean an avalanche, when the snow would break. They were very cautious, but not two creature's on top of a mountain top, next to them. The giant was losing the fight with the beast, that was at least one size bigger than him. The huge weight of the fighters that hit the ground of the mountain top, made a crack in the snow. The party didn't care for more of my descriptions. "We run opposite, we don't care.", so they did. They ran through a small forest, but this wouldn't stop the white wall of snow, chasing them. Fortunately, they found a small ravine before them that was their size. They hid there, but the snow wasn't stopping. It started to fall inside, the trees flying over their heads. Suddenly, a giant log clogged the ravine. Snow poured on the sides and they were safe. After a while, it went awfully quiet. They decided to stay inside a couple of hours, so to make the dragon fly away. It did, so they dug themselves out with shovels and continued on their journey.

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The party arrived to the Mud Ring. The place was more gruesome, that they were told. Mounds of deformed snow were around the circle, not far from it. A light wind revealed what was beneath - bodies. A lot of dead bodies, everywhere. Disagreement with the winner was more than common. The mud ring consisted of wet mud, that was even warm, when standing next to it, also there were stones, that marked the size of the holy place. During their search, they found a body next to the stones. An almost naked man, frozen to death couple of weeks ago. No weapons. No armor. No insignia. The clothes that were left behind on him and also by the looks of him, all signaled that this wasn't a tribesman, it must have been one of the soldiers. Thanks to a high roll (Alton), the halfling found some evidence that could tell them what happened. Apparently, the soldier, for whatever reason, was sitting for a long while in the center of the ring. He must have died of starvation and then was taken by the barbarians out of it. Holy place and all that, didn't allow them to spill blood on the ring. They just played the waiting game and made a small camp, near the stones. Were was the rest of the patrol? Nobody knew. The party wanted to search for the barbarian. This was a moment of "Yeah, right. Without a ranger? How about you roll me 30 and then we'll talk.", so Havi rolls for it and uses a certain power (once a day, grants him +8 to a roll before hand). Natural 20. He rolled 37 on Survival. "Fuck me, right?" I described things, that wouldn't be found under these circumstances, like a ring or glove that was left behind. The party traveled a hour or two and saw the barbarian village, a day travel from their place. This wasn't a small place. It must have had at least 20 men, not counting women and children.

This started a discussion about what to do next. How to approach the camp? I dropped from the start, that if they came near, they would get attacked. "Yeah, and we would killed them all." "Yeah, I know it, but the barbarians don't know it.", so they started to argue what to do and it boiled down to going back to White Grave. "Wait... what?" I didn't say something about my players. They have an "attention disorder" of some sort, but I guess every group has this. They just don't listen to every detail (that's important). For example, when in the fountain room, with all those vines. I described, before they entered, that the entire place is overgrown with fungi and vines. Their idea after being cutoff by the wall of plants? Burn it down. I said to them "But it would spread to the whole room... you guys included." "But on the map there are only couple of spots of plants" "No, I described the room as being full of plant life, you didn't listen.", but hey, it's all players, right? The problem rises, when players don't listen to other players... during planning. This happened at the start of the journey. I repeated myself "what do you guys do", "what do you buy", "think, do you need anything else?" and such. Havi was making some purchases. He bought food for 21 days of travel. They needed at least one month and that's if they're lucky with the weather. He told them "Guys, I bought this amount of food. Should I buy more?", they ignored him or just didn't catch up. "Guys, check the equipment. Do we need something else to buy?" and nobody had any ideas what to buy. Havi knew this wouldn't last the whole trip and was just a trap, so the party would wake the fuck up during sessions and think for their characters. In game, it was just a mistake by Havi and Alton decided to buy rations next time. They went back to White Grave to buy more food.

RtVHB0jl.jpg

Restocked the party was ready to travel once more. The dwarves had a laugh, but it wasn't a mean laugh. "Don't worry, don't worry. We're happy that you're safe." would be told after arriving to the fortress. During the next days, the party was fucking lucky. All my rolls showed me, that no random encounters would happen during their travel to the Raumathri prison. Of course, they had to stay, again, inside a cave, because of the temperatures. This gave me more rolls and I rolled 20 on my table of encounters. This meant a special encounter connected to the place they were travelling to.

They saw a hobgoblin patrol before them, marching lockstep like some military unit. Eight warriors and their leader on a dire wolf. The party started to talk about how they would approach the situation. Ambush was out of the question, they weren't ready to make it or hand the time for it. The unit didn't look like they were charging them and hobgoblins are know for being more intelligent than an orc or goblin. Suddenly, Crom player ask me about the Orog's armor he has. "Each armor has a special symbol from his creator. This would have an Orog one and dwarf one (because of the repairs), right? What's the former's name?" and this was a brilliant idea. The player didn't want to fudge it, because he didn't think his character was that smart, so he roll himself an INT roll. 17, so yeah, the character started looking and found something that wasn't in Orcish org Giant (Orog speak one of the two). Alton casted Comprehend Languages. It was a drow. This was a surprise to the players. Jhaamlaern Zaphririy was his name. The surname didn't ring any bells (neither for me, so it was great they fumbled the roll there). They devised a plan. They would fake being swords for hire that were sent looking for adventurers, that make problems for the drow (read: they mean themselves). They hoped that not only the hobgoblin worked for the drow, but also that they would for the plot. It worked. The hobgoblin tried to trick them, when they spoke of Jhaamlearn, but they didn't fall for it. He explained that they were on patrol and were also looking for the adventurers that supposedly made some problems for the drow in the past weeks. "They should be in White Grave now. Masters spoke of a gnome (a stab to Alton by me, he would later yell during the battle "I'm no gnome!") and three big humans with giant swords" and then he paused and looked at Havi sword... Large Bastard Sword. I said to them. "If the hobgoblin rolls over 10 on his INT roll, he will piece together that you're faking all of it and you're the adventurers." He rolled 3. For my defense, they were accompanied by 2 dwarves, a mule and a wolf. The warriors had helmets on, the rest hoods. He continued the conversation and the party asked about the human patrol, the hobgoblin laughed. "We have them in the Raumathri prison that the drow wanted us to check. The mage is digging the tunnels out. The patrol was split three-way. We captured three. Two were throw in prison, in which one of them is dying now. The third was made an example by our assassin and throw on the stairs for the second group that decided to run to the underground prison cells. It's infested with undead and other creatures. I doubt they survived. Four of them escaped to the mountains, we didn't follow. I think their captain was with them."

The party decided to end the conversation and move forward, while the organized, like clockwork, unit moved past them by the side. Turik and Garen wanted to attack them, so the rest obliged. It was a massacre for the hobgoblins. They tried their best to defend their leader, but it wasn't enough. Fun fact, during the battle I found some cool stuff you can do with the feats. There's a new Cleave system in which when you hit an opponent, you get another attack for the next one. You can combine this with Cleaving Finish that works exactly like the old Cleave from DnD. This was how Havi dispatched three hobgoblins with a Power Attack Cleave Large Bastard Sword Attack. They had low AC, so we're pretty easy to hit. Next was the chief, and this made me "WAIT WHAT? YOU CAN'T DO THAT!" Why? Havi attacked the dire wolf, that was already about to die. He killed it during the Cleave and decided to make the Cleave extra attack against the chief, he didn't kill them. "But I have activated Cleaving Finish, I make another attack on the chief" and I was flabbergasted. I couldn't believe what I was hearing. After I cooled down and searched for precedence (read: I searched the paizo forums if somebody asked about this before), I decided to allow this. Hey, it's high fantasy! Fortunately, he didn't kill him, to which I smiled and said "I will fucking kill steal it with Turik, you know that?" "Yeah.", but then Crom barged in "No, fuck you guys! You're stealing all my kills! This one's mine" and he, in the end, makes the killing blow. One of the hobgoblins ran away (4x speed, motherfucker). Nobody in the party can catch him, so Alton makes ranged attacks. First at 120ft distance (-2), then a second at 240ft (-6), he hit both. The hobgoblin was found after couple of hours, bleeding and asking for mercy. "Please, let me leave. Let me live." The party decided to ask him some questions before letting him go.


Map made by the interrogated hobgoblin

He gladly obliged with questioning. He told them that he doesn't know the drow, he only listen to his chief. The names of hobgoblin leaders, that were inside the prison, were revealed. Pergrog the Merciless was their leader, their troop name was called Cold Vipers. I liked the idea that hobgoblins aren't born with names, but squad numbers like Cold Vipers Archer/Warrior/Sapper #12 or something, so I went with it. Only those that prove themselves get a name and title. The next was Balli the Mindfull, the hobgoblin mage ordered to check the ruins. He has two mutated ogres, that started to act strange, so they were locked up in storage. He said "something about this place isn't right." Ilgog the Shadow was their assassin and the one that mangled one of the prisoners, so he can be a reminder for the soldiers downstairs that only death awaits them upstairs. Stukrock the Grave was the name of the leader of the patrol. They asked for troop numbers: 2 degenerated ogres, 1 dire wolf plus couple of normal wolves, 17 crossbowmen, 14 swordsmen and of course, 3 leaders. Alton came up with a plan to use Disguise Other. He would cast this on three people (Havi, Crom and Garen) to make them look like hobgoblins from the squad, so they can infiltrate the prison and attack from within, while rest would be "prisoners". The question remained, what would they do with the hobgoblin. This was also the main question at the start, but they left it undecided up until now. Turik (and I think Garen) wanted the hobgoblin dead, but were willing to let the party decide, the rest wanted him to leave, opposite to the prison. Hobgoblin ran away and the party started to get ready for a fight that was two days from them.

This was the end of the session. Two things came up here. First, I came up with an idea for the party's name. One of them wanted to make one at the start of the campaign, but the rest declined. "If a name comes, it will because others will start calling us something" to which I agreed. So I came with the idea of Custodians (Kustosze). They killed the hobgoblin Stukrock the Grave and helped a lot in White Grave. Their name will appear, because the hobgoblin they let live, will spread the word (20 on his survival roll). Second thing, they advance too quickly. This is the six session and they're already 6 level. The party decided to slow down the advance, so they can stay on lower levels some more. I told them, we'll change to the medium advancement speed, so they will need (at this moment they had 18k experience) 17k to advance to 7th level and after that it would take 2-3 session for them to advance to the next level. Why their speed was so fast anyway? Because I give not only for monsters, but also encounters, traps, conversations, ideas, searches and such. If I didn't, they would get less than half of what they would get now. I'm thinking also about slowing down after 12th level, to the slow column.
 
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Some comments:

- I thoroughly enjoyed reading about your sessions and I think you're doing a great job. Your players are lucky to have a GM who seems enthusiastic about his job and one who is so well-versed in FR and who is also apparently obsessed with detail. I particularly like the illustrations you chose. Everything comes together coherently.

- I wouldn't worry too much about fumbling certain roles or making mistakes. From its earliest inceptions, D&D and its descendants have to make room for errors, and the good GM simply accepts that they happen and, if he cares about fairness to his players, makes up for them like you are. I might suggest considering bringing in some help. You could consider using a "co-GM" to help you with things like consistency, with quality control, and the like. Don't know how well that would work with the format you're using, but if you have a buddy who also likes to GM, it's worth considering.

- Your English isn't as bad as you think it is.

Do continue, sir.

Thanks.

The next session will be, at the soonest, on Thursday night, so Friday would be the day the next journal would come up.

EDIT: 2. This is a good idea, but I don't have how to make use of it. The people from my group, who know their stuff in DnD/Pathfinder, are in this group. Maybe in the future I will find a GF that loves GMing just like me (lol, nope).
 
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Chapter I
SJfgskg.jpg

Session 7: The Battle of Raumathri Prison

The party changed their tactics (and thank god, because I would fuck them over knowledge about Hobgoblin hierarchy and stuff). They decided that Crom, Havi and Garen would be changed into Orogs, while the rest - Hobrek, Alton and Turik (and of course the party animals) would be prisoners. Their idea was that they'll pose as emissaries from the blacksmith Jhaamlaern Zaphririy, that wants to capture "those pesky adventurers" and upon meeting Stukrock the Grave (the one they killed), they found about human prisoners, which the drow want for questioning. Their plan went smooth. No hobgoblin attacked them from the fortifications (arrow slits) nor the traps were sprung on them. They met with the leader in the main hall.

Here they saw the destruction that fallen upon the prison. Long ago this place had to have a second floor, now the ceiling fallen and the was no second floor to speak of. The main hall had an opening to see from the second floor down and vice versa. Now it was just another ceiling. The bad part was the columns that held the rubble. Under no circumstances these shouldn't be touched. In the hall, there was also a ton of rubble near one of the column. This meant two things. First, it was hard to get in and out from the right wing of the complex. The second was that the back wing, where the mage should be, was once all in rubble. This was a sign that the hobgoblin group was here a lot of time.

They were in kinda of pickle. The doors behind them were locked with a beam and there was also a door that lead to one of the fortifications, so reinforcements were a given, if they fight here. There was a door to their right that lead to the prison cells and right wing of the complex, but it was behind rubble. Door up front should lead to the mage. The door to the left should lead to the ogres and wolves, but also the living prisoner. This wasn't a very advantageous place to take, but they decided to stay in it.

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The leader started the conversation with Crom, who was the only one that understood Goblin. Upon hearing that Jhaamlaern is calling the shots, he laughed about the drow changing of leaders. "So the mage was replaced by the blacksmith? I think that's good." They continued the conversation, during which they heard a human scream coming from the right door. "Ah, that must be Ilgog, taking care the escapee. He chose death, I would too. Between this and killed by undead, a swift death is a blessing." said the leader. That meant that there was, maybe, two living humans downstairs. One was still in a holding cell nearby. They decided to parlay. Their prisoners, which they told were caught during their patrol ("Dwarves from White Grave!"), for the living one. The hobgoblin agreed and the prisoner was brought to them.

The man was in no condition to travel, let alone fight for his life. Hungry, thirsty and weak. Crom stood next to him and started checking him out. The party knew that touching or being too close to the illusion may make the viewer see for it really is, so he started touching the mans face and winked when the soldier realized that this is a charade. "Okay, give him the prisoners." said Crom to Garen. This was their sign for attack. The dwarves were let loose and given weapons. Crom changed places with the prisoner and Havi launched an attack on the leader. On retrospect, they should've went to the mage and hold up there. The battle would be easier. The players learnt this the hard way.

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The leader fell pretty quickly, but the sounds of battle were heard in the complex. The mage and his party were, fortunately, too busy and were making their own noise to notice. Thank god for that, because if the mage was able to hear the battle, this would be a giant slaughter (he was a master of fire and had a large number of spells) for the party. The hobgoblins in the fortifications heard the fight and alerted the right and left wing. This meant almost all the hobgoblins in the complex starting rushing in the main hall. What about the Ogres? Here's the thing. They move only under command words. If the party would enter the left wing, without alerting the guards that were next to the ogres' door. One of the hobgoblin would, stupidly, shout "Attack!" and this would meant that the ogres would crash into the room attacking everybody, even other hobgoblin. Since this didn't happen, the ogres didn't come to the main hall. I don't change my plans, because the players did something unexpected. If the ogres were set like this, I don't change it.

The hobgoblins bum rushed the party. Havi and Turik stood next to the right columns to kill enemies one by one, so they couldn't get to the rest. Unfortunately, it wasn't enough, because Garen and Alton were quickly overrun by the enemies and no amount of Grease could help them. The cleric almost fell, the halfling would be second. Crom was the only one that stood his ground. Bolts were flying at him. Wolves were trying to eat him. Hobgoblins trying to, at least, hit him. He suffered a small amount of damage, up until somebody showed up behind him. The assassin drank a potion of invisibility and moved pass Havi, when he advanced on the hobgoblin position. This gave him space to move to Crom's back.* He stabbed him in the back, but it wasn't enough (and I forgot he has the bleed ability for his sneak attacks). Havi decided to come back and help Crom.** Turik handled himself pretty well. The battle was hard, but won thanks to their cunning, rolls, strategy and stuff.

Their next course of action, after healing up, was to check the right wing. The corridor to the prison cells was walled by barrels and crates. A body of human was found next to it. He died just before the battle, there was no hope of saving him. This was the moment they heard strange noises coming from a locked room. Crom shook his head. "The guy is shitting." he said, because he understood Goblin and could smell it. Havi decided to "help" him, by breaking the door with his massive sword. The hobgoblin was then questioned about the mage. They found out that there's a corridor behind the door. More fortifications with at least 4 crossbowmen. Two hobgoblins were helping the mage dig out the mines, but it will take ages. The no-anymore shitting hobgoblin was let alone, so he can leave and escape.

The party decided to let Alton use Silence on the mage and during the casting, they would run through the corridor. Alton successfully used stealth and got to the room with the mage. He casted his spell and the hobgoblin couldn't use any for 6 rounds, but during that time, he got killed by the charging party. Here was a moment of blunt realization by the party. The place where the mage was, it was an ideal place to hold their ground. "We should've asked to see the mage." was heard. Well, but it was over. They checked the kitchen, where there was some raw food and bones. They decided to make rations later for the prisoners, so they can leave for White Grave with Hobrek. Here they found a door, locked by a chair, with the sign of "Do not open, stupid!" in Goblin. They decided not to open it and leave. Good on them, because there was a hidden mob there. What was it? The party, upon entering the hall with the mage, saw that this was some kind of throne room, where the leader decided who goes to the mine this day. Here trees grew, without the need of sunlight. The thing that was hidden was an experimental tree, that could attack the party if they opened the door. And since it was pissed that the hobgoblin used fire on it, it would fucking destroy the wall and chase the party.

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They descended down, during which they removed barrels and crates to reveal the rotting corpse of another soldier. This one was a sign left by the assassin for the living soldiers downstairs. There the place filled them with dread. There were four ways to go. One was to a cave with a destroyed wall, where they heard water dripping. Alton heard spiders and couldn't see them from here. Up north, he heard wind. West, sound of campfire, furnace or the like. South, sounds of moaning from pain. They guesses that north there're ghosts, south zombies and the soldiers should be west, but they decided, after discussion, to check the south if the soldiers would be there. It was three weeks, the sounds could be from them, since the body of the dead soldier was looked dehydrated and hungry, with insane look on his face. They went mad.

The party soon was met with the undead, when they arrived in the south cell block. Zombies entered the hall from the cells. One of them was different. His mouth was burning with liquid fire. After a while, they recognized him as a Spellgorged Zombie. In other words, if you throw spell on him, he can store them and fire them back later. The hobgoblin that was a master of fire, was here, so you can guess what happened next. The party was hit with a fireball spell and quickly dispatched the zombie, before he can cast anything else. The rest of the zombies were easy. The group started searching for the soldiers, but found a secret entrance. One of the prisoners, long ago, tried to dig himself out, but all his tunnels led to a dead end with rock. Without a pickaxe, he searched for another way out and he found it. The party started to take apart another wall, but Havi, who was taking bricks out of it, was hit with a crossbow bolt. They found the soldiers. Two of them went almost insane, because of the undead and lack of food. After calming them down and giving some food, they joined up and decided to leave. While they were leaving, the undead starting swarming in. A large ghoul that was made from fire and smoke entered the hall, accompanied with two whirling shadows with mouths. Cinder ghoul and Allips. The party didn't want to fight the dangerous undead and escaped to the surface. There was, of course, loot in the prison cells and some rooms in the main complex, but they didn't search for it. This meant, that after taking care of the three soldiers, they decided to move north, were the captain went after the hobgoblin attack. Hobrek decided to help the soldiers get back to White Grave and to Nathoud. The party split.

* This sparked an outrage from the party about Scent. "But I can smell him! He shouldn't get a sneak attack!" "He's invisible... you can't see him. You may know that he's there, but that doesn't change the fact that you don't know exactly where he is... and he's still fucking invisible." They conceited, when I told them he must, per the rules, roll as a move action to know where he is exactly.
** This was a next heated discussion. I made a slight passage between the rubble and column, so you had to roll to pass through it. I forgot it actually is Escape Artist for this roll. The assassin was trying to pass through it, but always failed (I made it DC 20), so he decided to wait for Havi to make some space for him. The player wanted to use the same spot, but to charge (the rules don't allow it, but I didn't remembered it) through to the hobgoblin that was attacking Crom. I allowed it, but only if he succeeds a roll of DC 30 on Acrobatics. Again shouting were back. I explained time and time again, that yes, he can walk or run through a obstructed space (gravel, rubble etc), but so fucking what when there's a narrow passage. A tight one that was only 20cm wide, so only his head would get through. In the end he decided to only walk through it, but failed DC 20, just like the hobgoblin did. This was one of the moments that backfire, because I homerule during fights. I hate looking up shit during long battles, so I make rules on the spot to move along. Sometimes the players get angry (like Crom with his scent or Havi with his Gravelwalker), but sometimes they stay quiet like it was with Alton, who used a scroll during battle. I forgot you should use Use Magic Device for it. I forgot you should use Ranged Touch Attack to hit. The players will remember, when you hinder them with your sudden homeruling, but less with you forgetting rules for their benefit.
 
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