Monday, February 02, 2009

Game Report: The Way North

The PCs return to the table loaded up with new feats, powers, and abilities, and get a taste of what has been happening in the world now that they have a little room to breathe. They had spent a week being cared for by the vampires, who were using this time to try to recover the objects that the players had taken, but the players held out well against the interrogation, and managed to slip the objects away to their store-in-a-bag for storage. Eventually they are released, their powers and limbs intact.

They walk north back towards the Salt City, discussing their next plan of action, when they are suddenly attacked by a tiny rogue. The wizard walled off the rogue while the others stood back and batted it off, until some creatures leapt out of the ground and attacked the whole group. The swordmage asked the rogue to play nice for a small bit, and they took on the new enemies, known as blasphemes.

The blasphemes charged into combat, one jumping to the front line, another sneaking behind and sneak-attacking the backline, and the third knocking players out of combat by sending them ten feet under. Literally ten feet under, as it manipulated the ground around him. The PCs had little trouble handling the first two, although the gravedigger stuck around a little longer and pushed many melee characters to the ground. It eventually fell, however, and they decided to talk to their new frenemy.

This little Halfling rogue had mistaken the party for another group, and had attacked them out of habit. It turns out they were headed in relatively the same direction, so they allow the new adventurer to join them on their way up.

After walking for only a few short minutes they run into a familiar face, the warforged known as Mute, who immediately sets up his little shop and allows the party to do a little shopping. They ask him if he is capable of fixing the Traitor's Lot, only to be told that their best chance is heading to Alreta. He informed them what’s been happening in the area, including the dragonborn making a grand push into the city and Merc abandoning his previous lair. They purchased a suit of armor and then went on their way.

The party continues, but manages to miss the telltale signs of a cosmic rift and get ambushed by some fire elementals. However, they far outmatch the creatures, and quickly destroy them thanks to their natural resistances and strong powers.

They traveled for a few more days, working their way north to the capital city of the former Kingdom of Ar. While dodging the notice of some huge creatures, they step close to a small barn when they hear a screech and notice a wyvern advancing on them. They take position and advance, but manage to attract the attention of the residents of the house, a family of basilisks. The stone rays manage to annoy and slowdown the players, while the wyvern useless attacks the players. The baby basilisks pose little threat, and the players eventually handle the creatures with a wall of fire.

It wasn’t without consequence, however, as the swordmage managed to be turned to stone by an errant gaze. It took a small amount of old fashioned herbology to bring her back to life.
Lessons Learned: This was the first session for a player, as well as an opportunity for me to play a little plot catch-up. These two goals didn’t mesh too well, but the fun encounters and showing off of the new abilities made this game pretty fun.

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