Session 3
We had some personnel changes - Lucan, or rather the guy playing Lucan has announced that he is too busy to play for a while (job and family stressing him a tad too much), so we will (only) be 5 players when all are present. Also, the guy playing Azul, the paladin, is very unhappy about the class and has asked to switch to fighter. Since he is still very new to the game, I allowed him just to roll a new character and since we just started the campaign, we just did as if it had been him (the new character) all along.
New character: Paavu, Goliath Fighter (Twohander)
Sonday 19th Zeptambor, Year 599 (continued)
After having killed the kobolds at the river, the party continued into the forest, following more kobold tracks.
After an hour or so, they were ambushed. Kavaki found himself dangling 20 ft above ground, his foot caught in a snare for almost the entire combat. The kobolds, who were quick on their feet and showed a tendency to focus their "firepower", did cause the party quite a few problems. Especially Velkin got a sound beating, being out for counting twice. But in the end, even the superior tactics and breath weapon of the kobold tribe were no match for our heroes.
[sblock=Thoughts]This was a pretty funny fight, even though it was easy. Mostly due to the snare-trap which left the warden dangling 20' above ground for most of it. And when he finally got out, he fell to the ground for a solid 17 damage. Quite effective that trap.
[sblock=Snare Trap]
Snare
Trap
Level 2 Lurker
A cunningly hidden loop of rope is in the undergrowth, ready to snare the unwary and hoist them feet first.When activated, it tightens around a creature’s foot and release a small tree to pull up the snared creature into the air.
Perception DC 18: The character notices the loop of rope hidden on the ground.
Nature DC 22: The character notices the bent tree or branch that provides the “spring” for the snare.
Trigger: The snare attacks when a creature enters the trap’s square.
Attack: Opportunity Action Melee
Target: The creature that triggered the trap.
Attack: +7 vs. Reflex
Hit: the target is restrained. While restrained, the target is suspended 20 feet above ground and upside down. Aftereffect The target takes 2d10 falling damage and is knocked prone.
Countermeasures:
Acrobatics DC 16 or Athletics DC 16: A restrained target can use a successful escape action check to free themself.
A restrained target or another creature within range can attack the snare’s rope (AC /Reflex 10, Fortitude 5; hp 10, vulnerable 5 fire). The restrained target is knocked prone after the rope is destroyed.[/sblock][/sblock]
After the fight, the party talked a bit about going on, but opted to find a safe spot and huddle up, as several (Velkin) were quite exhausted even though it was still relatively early in the day (mid-afternoon). Kavaki found a place for the party and they settled in.
During diner, the party was surprised. Noone heard anything, but luckily for them, it was merely a lone man called Jeremy, a messenger who had lost his way in the forest and stumbled upon their camp. The party was very suspicious at first, but since Jeremy answered all their questions to their satisfaction, no one could find a good reason why they should turn down his request to share their camp-fire. As it turns out, Jeremy was a fun fellow with a lot of good stories, and with him came a batch of Ebon Coffee, arguably the best coffee of Draegor.
[sblock=Thoughts]Another rolled random encounter, which turned out to be a non-hostile NPC. Which was my first gaffe of the night. Since they were in the hex of the kobold camp, they should, by the guidelines I had decided upon before starting the campaign, have run into a guard patrol or such thing, instead of something from the random encounter table. Hopefully I will remember the next time this happens. Instead, I had to figure out something (I should really start preparing a couple of 4 random encounters, just to have something better than I can make up on the spot) and it turned out to be Jeremy, who luckily did act suspiciously enough for the players to notice, without setting off their alarms completely. So, for now he is just a contact, but I am definitely going to use him somehow. No clue as of how, yet.[/sblock]
Mansday 20th Zeptambor, Year 599
The next morning, the party and Jeremy parted ways. He was heading for Fallcrest, while they were headed deeper into the forest in search of those pesky kobolds.
And it wouldn't be long before the party found them. A couple of hours later, the heroes stumbled upon what looked like a small kobold camp. 5 tents spread out on a very steep slope up a 60 rock protruding from the ground, on 3 different levels. One of the levels also had what looked like a black obsidian octagon 10' high and 3' wide.
The party started debating what to do, when one of the kobolds started to move towards the place where they were hiding. Without thought, they all crashed through the bushes and "opened fire" on the poor innocent (

) kobolds. A few kobolds went down, but more kept coming. It certainly looked as if it might be a hard battle. Then, out of the top tent, came a small green dragon, roughly the size of a boar. It hissed and roared, claiming they would all die for interfering with it's plans, then it took wings and flew by the heroes and breathed it's poisonous breath upon them, severely wounding several, turning the battle against the party.
Tokiel slowed down the dragon, while Velkin forced it down to the ground, where Garel-Kai and Paaku could get to it (Kavaki was holding off 3 kobolds up the slopes, far away). Unfortunately, the dragon, despite it sized, proved to be a very dangerous opponent. First Velkin went down from the earlier poison breath, then Paavu also went down to the second breath which also killed Velkin permanently as he was laying within the area. The green dragon then took to the air and flew away. Torkiel tried to stop it by slowing it down, but unfortunately, it just got out of range and sight before dying.
With the dragon gone (and most of the kobolds by now) it was just a matter of time before the last kobolds would be eradicated, or so they thought. Kavaki had been holding out a long time up top, and was very confident. But a few good hits by the last kobold downed him as well, although not more than he was up and about a few moments later.
RIP Velkin.
[sblock=Thoughts]Another encounter, another screwup

The encounter itself was originally entended to be a n+1 encounter at 675 XP. Korak (the green dragon) was just supposed to grab his scrolls with info, head out of the tent, breathe once on the players and then head northward to the main kobold camp. His survival and the info he had to pass on was more important than killing a few adventurers. So maybe it could arguably be counted as a n+2 fight (n+1 and a round of dragonbreath, although likely, a hard n+1 would be closer to the truth). Instead, it turned into a n+4 combat. As the dragon flew out, the avenger/invoker cast a spell that immobilized the dragon. I had the dragon drop down (my mistake) and this forced it to join the fight. Being marked and surrounded, it had little choice but to fight at least until it could get the fighter of it's back. The avenger/invoker went down from the first breath, and when it was bloodied, the breath recharged. At that point, it could not avoid hitting the dying avenger/invoker, since he was laying there, right in front of it, in between the fighter and the sorcerer. Luckily, my players thought it was fair enough (they usually do) but it was still annoying that my mistake ended with a player being permanently killed and having to roll up a new character. This change in combat also made it very fortunate that they had recently rested, because it would definitely have been a TPK otherwise. At the end of the fight, they had 0 healing and 0 second winds left, and were all down to only at wills. They all hit on their dailies, and there was even two crits on them. Yes, that rest was definitely a good thing.[/sblock]
After searching the camp, where they found 4 magic potions and a pair of gauntlets of ogre power, the unnamed heroes decided to return to Fallcrest and inform the Lord Warden of their findings.
[The characters dinged level 2 at this point]
Back in Fallcrest some hours later, the party was rewarded with 200 gp per member present. The Lord Warden said he wouldn't mind if they chose to pursue the of the kobolds (which the party assume exist), but he would be equally happy if they chose to deal with goblins, brigands, the thieves guild running rampant or whatever struck their fancy. After a quick talk, they decided to head up north (after some information gathering) and look for some more kobolds the next morning
Tirsday 21st Zeptambor, Year 599
Before heading out, the heroes decided to swing by the church and get the staff identified. At the temple, they met Dobukan, a deva invoker out on adventure, looking for a party. They agreed that he would identify the staff for free, against joining the party. As it turns out, no one wanted the staff, so it was given to the new guy, since he could. What a nice party of freaks.
New player: Dokuban, deva invoker
[sblock=Thoughts]Probably the cheesiest introduction of a new partymember ever, but we never put much energy into those, at least the last 10 years. The good thing was that it was 100% instigated by the players, the invoker, who is usually fairly passive when it comes to the RP, took charge and decided that he would be in the temple and could identify the staff for the party, thus creating an opening.[/sblock]
After the temple, they swung by the tower of the wizard to see if he was in. He wasn't, but someone else answered his door. He claimed he was the apprentice of the tower and that the mage was out looking for components, but Torkiel called his bluffs (there were several) and pressured him, trying to get the truth out of him. At some point, he got enough and pushed open the door, which revealed that the room was in chaos, it had obviously been searched. A battle followed, and the man proved to be far from an apprentice, but instead a competent illusionist. A quick succession of area spells had the good guys on their heels, but luckily for our friends, Paavu (by miracle) resisted everything and took care of the illusionist, almost singlehandedly. Torkiel and Garel-kai just managed to stop him from killing the bad guy, so it all ended with him being captured and tied up.
[sblock=Thoughts]Every time a player stopped by the tower, I had rolled 1d6. On a 5, there would be a mook of the thieves guild (the succubus has kidnapped the wizard and is holding him captive somewhere), posing as an apprentice. On a 6, it would be a guild mage, an illusionist, much like the one leading the bandits at Castle Flames. He opened the fight with several encounter powers, action-pointing (level 4 elite) in the first round, which shocked the hell out of the players, since most of the attacks were area burst, catching them all in a relatively confined area. That almost got most down around the point where you not only ask for a heal, but start screaming for one (<5 hit points). I actually thought he would either get away or kill them all (not a mean feat, considering he was technically a n-2 fight), but then the fighter got to him, AP'ed, critting on his daily and again on the following attack, dealing almost 70 damage to the poor guy, which downed him. He did however manage to state it was a non-lethal attack, so we finished with the players getting ready to interrogate their prisoner. So now I wonder, will they pursue the thieves' guild hook they have been presented (again) or will they continue on their way and head north to search for the kobolds, after they have done some intel-gathering.[/sblock]
Overall I was happy enough with the session, although I never like to perma-kill any players. But its an occupational hazard. In our campaigns, it is a must that some occasionally die, so that the illusion of risk persists. It's always annoying with having to cancel a game night, especially at the beginning of the campaign, but between illness and conferences, it is getting harder and harder (impossible) to maintain a 52 week a year schedule. Its just that at the beginning, it is important to keep a steady regular schedule, so that people can get into their characters, the plot and the campaign world.