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[Playtest 2] Playtest Report of a Necromancer
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<blockquote data-quote="Ellington" data-source="post: 5995370" data-attributes="member: 6692166"><p>We began our adventure at a tavern after heeding a call for adventurers (super original, but we'll cut the DM some slack since it's just a playtest). We began by some lofty introductions, and the very different characters were quick to get some good chemistry going. The human sorcerer had made his character in a rush, but something as simple as a knight background was enough to spice up his roleplay right away. After meeting up, the gang talked to the man in charge who was the guard captain of the city. He explained to us that he had a task for us that he didn't want to allocate his already occupied guards to, and enticed us with good pay. </p><p></p><p>The task involved exploring an ancient and somewhat unknown underground complex beneath the city we were in and report to him on our findings. He was relatively new to his job, and didn't like the uncertainty factor the complex introduced to his work. What little he knew of it was that it was likely dwarven, as they had lived here in ages past, and that there was only one known entrance to it in the city. If we found more, he'd pay us a considerable amount. Of course we accepted, and went to speak to an old dwarven drunkard who might have some information on it. Before we left to talk to the dwarf, he handed us some city guard badges in case we needed help from the guard, although he didn't want us to speak to anyone else of our findings. </p><p></p><p>We went and found the old dwarf holed up in the kitchen of the tavern, drinking something foul from a bottle. When he proved reluctant to answer, I took away his bottle with my mage hand ability and threatened to pour it on the floor, which made him a bit more talkative. He rambled on about how they had been digging for something when they hit water and that they had found "something" down there, but that was a long time ago. Not very useful information, but at least we knew there was water down there, which had to count for something (it didn't).</p><p></p><p>We went to the entrance which was a staircase beneath a trap door in a ruined building close to the tavern. We descended down the stairs and came upon a series of rooms that looked as if they had been inhabited long ago. None of us were dwarves, so the dwarven language written in many place was completely unavailable to us. The party glared as me as the intelligence guy, but with no bonus languages I couldn't do much. Should have learned Comprehend Languages, I guess! We explored the rooms and ended up rustling up a nest of 7-8 giant centipedes that came scuttling out of the walls. </p><p></p><p>The fight against the centipedes was relatively easy, although both of our melee combatants got poisoned. It was more of an annoyance, and we quickly disposed of them and came upon an iron chest. Our rogue unknowingly failed his find traps check, and as soon as he opened the newly unlocked chest it slammed shut, clamping his fingers and dealt 4 damage to him thanks to an unlucky roll. Half his HP just gone! We decided to take a short rest and I gave him a use of my healer's kit to use his HD. He got a natural 1. Yikes. We decided that he'd stay in the back of the group and and kept going. </p><p></p><p>We traveled through some more of the dwarven ruins and came upon some prison cells as well as some sort of man (dwarf) made underground river, which we followed until we found another staircase that brought us even further down. After some even more trudging down and some simple skill checks to jump and climb, we found what appeared to be old dwarven catacombs, filled with skulls and other creepy stuff. We explored them for a while until we found a corpse hanging in some chains. Expecting an ambush, I used my ray of frost ability which roused the corpse, which an Undead Lore check revealed was a Wight. We dispatched of the Wight after a short fight and found another staircase, leading both up and down. Deciding that this was a good time to call it a night, both in game and out, we headed on up and reached a hidden entrance which led us to a drain in the streets of the city. We decided to head to the captain of the guard and report on our findings, which we will undoubtedly do next session.</p><p></p><p>It wasn't a fancy adventure, but we only had about 3-4 hours to create our characters and play through so it sufficed. Both the players and the DM had a good time. The DM, who was DMing his first 5E playtest game, commented on how easy it was to pick up and run from a DM's perspective. Some of our other criticisms can be found in my previous post, but if you have any specific questions, I'll answer them the best I can.</p></blockquote><p></p>
[QUOTE="Ellington, post: 5995370, member: 6692166"] We began our adventure at a tavern after heeding a call for adventurers (super original, but we'll cut the DM some slack since it's just a playtest). We began by some lofty introductions, and the very different characters were quick to get some good chemistry going. The human sorcerer had made his character in a rush, but something as simple as a knight background was enough to spice up his roleplay right away. After meeting up, the gang talked to the man in charge who was the guard captain of the city. He explained to us that he had a task for us that he didn't want to allocate his already occupied guards to, and enticed us with good pay. The task involved exploring an ancient and somewhat unknown underground complex beneath the city we were in and report to him on our findings. He was relatively new to his job, and didn't like the uncertainty factor the complex introduced to his work. What little he knew of it was that it was likely dwarven, as they had lived here in ages past, and that there was only one known entrance to it in the city. If we found more, he'd pay us a considerable amount. Of course we accepted, and went to speak to an old dwarven drunkard who might have some information on it. Before we left to talk to the dwarf, he handed us some city guard badges in case we needed help from the guard, although he didn't want us to speak to anyone else of our findings. We went and found the old dwarf holed up in the kitchen of the tavern, drinking something foul from a bottle. When he proved reluctant to answer, I took away his bottle with my mage hand ability and threatened to pour it on the floor, which made him a bit more talkative. He rambled on about how they had been digging for something when they hit water and that they had found "something" down there, but that was a long time ago. Not very useful information, but at least we knew there was water down there, which had to count for something (it didn't). We went to the entrance which was a staircase beneath a trap door in a ruined building close to the tavern. We descended down the stairs and came upon a series of rooms that looked as if they had been inhabited long ago. None of us were dwarves, so the dwarven language written in many place was completely unavailable to us. The party glared as me as the intelligence guy, but with no bonus languages I couldn't do much. Should have learned Comprehend Languages, I guess! We explored the rooms and ended up rustling up a nest of 7-8 giant centipedes that came scuttling out of the walls. The fight against the centipedes was relatively easy, although both of our melee combatants got poisoned. It was more of an annoyance, and we quickly disposed of them and came upon an iron chest. Our rogue unknowingly failed his find traps check, and as soon as he opened the newly unlocked chest it slammed shut, clamping his fingers and dealt 4 damage to him thanks to an unlucky roll. Half his HP just gone! We decided to take a short rest and I gave him a use of my healer's kit to use his HD. He got a natural 1. Yikes. We decided that he'd stay in the back of the group and and kept going. We traveled through some more of the dwarven ruins and came upon some prison cells as well as some sort of man (dwarf) made underground river, which we followed until we found another staircase that brought us even further down. After some even more trudging down and some simple skill checks to jump and climb, we found what appeared to be old dwarven catacombs, filled with skulls and other creepy stuff. We explored them for a while until we found a corpse hanging in some chains. Expecting an ambush, I used my ray of frost ability which roused the corpse, which an Undead Lore check revealed was a Wight. We dispatched of the Wight after a short fight and found another staircase, leading both up and down. Deciding that this was a good time to call it a night, both in game and out, we headed on up and reached a hidden entrance which led us to a drain in the streets of the city. We decided to head to the captain of the guard and report on our findings, which we will undoubtedly do next session. It wasn't a fancy adventure, but we only had about 3-4 hours to create our characters and play through so it sufficed. Both the players and the DM had a good time. The DM, who was DMing his first 5E playtest game, commented on how easy it was to pick up and run from a DM's perspective. Some of our other criticisms can be found in my previous post, but if you have any specific questions, I'll answer them the best I can. [/QUOTE]
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[Playtest 2] Playtest Report of a Necromancer
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