JoeGKushner
First Post
Just finished Fane of the Drow yesterday, about, as I suspected, six hours of game play worth out of it, or in my group's case, two weeks worth of combat!
There were two parts left of the Fane. The party rested up before moving on. They quickly cleared out the drow fane itself. The party is very heavily melee oriented and know how to do things like flank, aid another, use healing on each other, when to retreat, etc... That and the action points.
They do tend to "meta" the action points a bit now that they remember they have them. Since they were close to 5th level, they tended to spend them quickly in almost everything from making attack rolls and saving throws, to making tumble checks to avoid being hit.
After the drow santum, they followed some notes about a royal burial ground. They have light spells on them so they're easy to see and noisy as heck so they were basically fighting one undead after another. As the drow notes indicated, the tombs had been plundered by a necromancer. Something I'll probably paly with latter, maybe use Heroes of Horror or something to stat out a dread necromancer (or Pale Master, or True Necromancer....)
The party had a heck of a time opening up the crypt of the ghost queen and in the end decided to just smash it open.
The "ghost queen" went down quick. One of the party members is a ritual warrior and one of his rituals treats his weapon as magical and he almost always rolled the % necessary to effect the queen. Even with her touching him twice and stealing 10 hit points, she was cut down quickly.
One thing the players mentioned is that they didn't like all the miniature stuff on the maps that had no coresponding notes in the actual adventure. Could've just been my reading though. The important thing is everyone had a good time.
I also set up some seeds for the adventurers. In Fane, there are some prisoners, one a dwarf, the other a human. I had the human be a farmer of tobaco from the outlying regions around Cauldron. Perhaps sold to the drow by the half-dwarf that the party had just killed, while the dwarf was unlucky enough to be caught in the first place.
One thing that the party wasn't expecting was the trade off of the humans they had left behind in the Malachite Fortress in the first place so they 'traded' the dwarf for the three humans and one gnome. That worked out well. The party and dwarves now have an ally in one of the NPC's who I decided was a captured member of the watch.
In addition, I've added the seed that someone has hired an assassin to kill off the Elan, who happens to be a soul knife. The one doing the hit? The xeph from Weapons of Legacy with the psychic blade of legacy. Figure he's about the right level to "inherit" it now.
Should be a good game next week!
There were two parts left of the Fane. The party rested up before moving on. They quickly cleared out the drow fane itself. The party is very heavily melee oriented and know how to do things like flank, aid another, use healing on each other, when to retreat, etc... That and the action points.
They do tend to "meta" the action points a bit now that they remember they have them. Since they were close to 5th level, they tended to spend them quickly in almost everything from making attack rolls and saving throws, to making tumble checks to avoid being hit.
After the drow santum, they followed some notes about a royal burial ground. They have light spells on them so they're easy to see and noisy as heck so they were basically fighting one undead after another. As the drow notes indicated, the tombs had been plundered by a necromancer. Something I'll probably paly with latter, maybe use Heroes of Horror or something to stat out a dread necromancer (or Pale Master, or True Necromancer....)
The party had a heck of a time opening up the crypt of the ghost queen and in the end decided to just smash it open.
The "ghost queen" went down quick. One of the party members is a ritual warrior and one of his rituals treats his weapon as magical and he almost always rolled the % necessary to effect the queen. Even with her touching him twice and stealing 10 hit points, she was cut down quickly.
One thing the players mentioned is that they didn't like all the miniature stuff on the maps that had no coresponding notes in the actual adventure. Could've just been my reading though. The important thing is everyone had a good time.
I also set up some seeds for the adventurers. In Fane, there are some prisoners, one a dwarf, the other a human. I had the human be a farmer of tobaco from the outlying regions around Cauldron. Perhaps sold to the drow by the half-dwarf that the party had just killed, while the dwarf was unlucky enough to be caught in the first place.
One thing that the party wasn't expecting was the trade off of the humans they had left behind in the Malachite Fortress in the first place so they 'traded' the dwarf for the three humans and one gnome. That worked out well. The party and dwarves now have an ally in one of the NPC's who I decided was a captured member of the watch.
In addition, I've added the seed that someone has hired an assassin to kill off the Elan, who happens to be a soul knife. The one doing the hit? The xeph from Weapons of Legacy with the psychic blade of legacy. Figure he's about the right level to "inherit" it now.
Should be a good game next week!