HS1 The Slaying Stone
Session 1 Part 1
The first session begins... with a mystery.
The characters start lost in the mist, soaking wet (its raining) and midway across a small shallow stream- they have no idea where they are, nor how they got there. More's the point they only vaguely know the other PCs present- they've met them but they can't seem to remember when or where?
Much confusion, with associated Skill Checks.
Vague memories- little info.
The players all feel unwell- slightly dizzy, nauseous.
What's going on here?
Then the wolves attack.

Drake rushes back to safety.
A pack of wolves harry them in the mist and fog, note the limited vision of the PCs, I actually thought this would prove to be a tough encounter. Drake the pacifist Cleric of Pelor initially wanders off, trying to get away from the creatures- this course of action proves to be a bad call, he's bitten badly, and has to come scampering back to the fold.
Resolute takes to grabbing the wolves and crushing them in his vice-like grip- damn! This proves to be very effective.
The other PCs made good account of themselves, a nice Scorching Burst or two from Neb, burning several of the beasts- bloodied a pair of wolves try to escape but are alas parked too close to PCs with marks and opportunity attacks to spare. Rogar, the Halfling Monk, seems to be everywhere at once- moving from fracas to fracas inflicting damage wherever he goes. Several of the PCs are soon bloodied, Resolute the most hurt, but Drake's enhanced Healing Powers see them through.
For the encounter I used 3 Ravenous Wolves (Skirmisher 1) and 3 Gray Wolves (Skirmisher 2)- the Ravenous Wolves generally fought to the death (so ravenous were they), while the Gray Wolves scampered off as soon as they were bloodied, although I think only one actually got away. We have six PCs, hence the extra Wolf. This is 'Encounter 1: The Hungry Wolves' from the module, and a Level 1 Encounter.
During the fight a voice had been calling out to the PCs, a woman's voice- screaming that the PCs would be safe within her tower, and to run for cover- it was this that initially got Drake into a little trouble striding out into the unknown on his own in search of safety.
The PCs flounder through the mist and eventually spot the tower and approach, cautiously, parley a little with Treona, the mistress of the tower, and still confused by their circumstances enter the building to try and figure out what's going on... and who their compatriots actually are.

Treona' gets the kettle on.
Throughout the fight I'd played on the PCs unease and general confusion- not knowing how they ended up out in the mist and the fog, dropped hints here and there- asked individuals to make Insight rolls (and other checks, like Endurance, Acrobatics- they felt dizzy remember). Several of the PCs remembered the sound of deep rhythmic chanting- they surmised, after a short discussion, that they had been magically transported (teleported) to this place- by whom, and for what reason, they have no idea.
Treona, after introducing herself and settling the PCs by the fire, and generally playing the good host, is also curious as to how the PCs had come to this place- which is after all more than 10 miles outside the safe and secure walls of Fallcrest.
The PCs search their memories some more (more Skill Checks), and are still confused- initially their suspicions fall upon Treona ('she's probably a witch, she brought us here'- lots more Skill Checks follow), she has after all told the PCs that she is a Ritualist- a crafter of Rituals. However everything she says seems to be the truth- she has had no part in their sudden appearance in the mist.
The players are at an impasse.
Eventually Treona breaks out the 'Nescafe', a bitter brew which is said to have restorative properties, particularly the ability to clear 'fogged' minds (more suspicions- more Skill Checks but the herbal drink is declared safe). Note Drake seems to have +5 (at least) in every skill he's used so far (obviously that's not the case).
The PCs huddle around the fire, sip their 'Nescafe', and we move to a flashback...
Note I had very little prep for the sessions, going from 'do you fancy playing again', to actually playing in about 10 days, which may sound a lot but map-building (I like to get them right) in Maptools can take some time. Therefore I wanted to get the PCs away from Fallcrest and into an encounter as quickly as possible. Luckily ENWorld had just uploaded some crunch in their Community Supporters section that proved ideal- just the job, as you'll see in the next update.
Next time- a secret revealed.
Session 1 Part 1
The first session begins... with a mystery.
The characters start lost in the mist, soaking wet (its raining) and midway across a small shallow stream- they have no idea where they are, nor how they got there. More's the point they only vaguely know the other PCs present- they've met them but they can't seem to remember when or where?
Much confusion, with associated Skill Checks.
Vague memories- little info.
The players all feel unwell- slightly dizzy, nauseous.
What's going on here?
Then the wolves attack.

Drake rushes back to safety.
A pack of wolves harry them in the mist and fog, note the limited vision of the PCs, I actually thought this would prove to be a tough encounter. Drake the pacifist Cleric of Pelor initially wanders off, trying to get away from the creatures- this course of action proves to be a bad call, he's bitten badly, and has to come scampering back to the fold.
Resolute takes to grabbing the wolves and crushing them in his vice-like grip- damn! This proves to be very effective.
The other PCs made good account of themselves, a nice Scorching Burst or two from Neb, burning several of the beasts- bloodied a pair of wolves try to escape but are alas parked too close to PCs with marks and opportunity attacks to spare. Rogar, the Halfling Monk, seems to be everywhere at once- moving from fracas to fracas inflicting damage wherever he goes. Several of the PCs are soon bloodied, Resolute the most hurt, but Drake's enhanced Healing Powers see them through.
For the encounter I used 3 Ravenous Wolves (Skirmisher 1) and 3 Gray Wolves (Skirmisher 2)- the Ravenous Wolves generally fought to the death (so ravenous were they), while the Gray Wolves scampered off as soon as they were bloodied, although I think only one actually got away. We have six PCs, hence the extra Wolf. This is 'Encounter 1: The Hungry Wolves' from the module, and a Level 1 Encounter.
During the fight a voice had been calling out to the PCs, a woman's voice- screaming that the PCs would be safe within her tower, and to run for cover- it was this that initially got Drake into a little trouble striding out into the unknown on his own in search of safety.
The PCs flounder through the mist and eventually spot the tower and approach, cautiously, parley a little with Treona, the mistress of the tower, and still confused by their circumstances enter the building to try and figure out what's going on... and who their compatriots actually are.

Treona' gets the kettle on.
Throughout the fight I'd played on the PCs unease and general confusion- not knowing how they ended up out in the mist and the fog, dropped hints here and there- asked individuals to make Insight rolls (and other checks, like Endurance, Acrobatics- they felt dizzy remember). Several of the PCs remembered the sound of deep rhythmic chanting- they surmised, after a short discussion, that they had been magically transported (teleported) to this place- by whom, and for what reason, they have no idea.
Treona, after introducing herself and settling the PCs by the fire, and generally playing the good host, is also curious as to how the PCs had come to this place- which is after all more than 10 miles outside the safe and secure walls of Fallcrest.
The PCs search their memories some more (more Skill Checks), and are still confused- initially their suspicions fall upon Treona ('she's probably a witch, she brought us here'- lots more Skill Checks follow), she has after all told the PCs that she is a Ritualist- a crafter of Rituals. However everything she says seems to be the truth- she has had no part in their sudden appearance in the mist.
The players are at an impasse.
Eventually Treona breaks out the 'Nescafe', a bitter brew which is said to have restorative properties, particularly the ability to clear 'fogged' minds (more suspicions- more Skill Checks but the herbal drink is declared safe). Note Drake seems to have +5 (at least) in every skill he's used so far (obviously that's not the case).
The PCs huddle around the fire, sip their 'Nescafe', and we move to a flashback...
Note I had very little prep for the sessions, going from 'do you fancy playing again', to actually playing in about 10 days, which may sound a lot but map-building (I like to get them right) in Maptools can take some time. Therefore I wanted to get the PCs away from Fallcrest and into an encounter as quickly as possible. Luckily ENWorld had just uploaded some crunch in their Community Supporters section that proved ideal- just the job, as you'll see in the next update.
Next time- a secret revealed.