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<blockquote data-quote="Azzy" data-source="post: 8036799" data-attributes="member: 6563"><p>Having previously clered the Cragmaw Hideout in the last session, the PCs finally made it to Phandalin. There, they heard about the Redbrands and decided to immediately tick them off the next day. They managed to (unsubtlely) bring attention to themselves and promptly find themselves tailed—and start a fight. They kill the ruffians and then stack their bodies in one of the ruined houses (because they didn't want to leave them in the middle of the road).</p><p></p><p>Then they spend the next 30 minutes discussing how to approach the Sleeping Giant tap house. Eventuall, they decide to have the bard go up to the two Redbrands that are lingering outside the door and tell them that some of their friends had been attacked by some adventurers (prompting a Deception roll) while the other PCs remain hidden. One of the two Redbrands immediately becomes suspicious (stellar Insight roll despite having a negative modifier), and starts drawing his weapon threateningly (Roll Initiative). Combat ensues.</p><p></p><p>The bard, Farrus, casts Vicious Mockery on one, the other PCs come out of hiding (except for the Bladesinger, who casts Grease on the area where the two are standing (whic is right in front of the door to the Sleeping Giant). One of the two decides to go inside and get his buddies, with the other starting the attack (well, he slips and falls gets up and doesn't have enough movement left to get to the bard, who is closest). The PCs do the rest of their attacks, and next round a group of Redbrands start coming out the door, and fall on their butts because of the Grease (I rolled like craop for their saves). What ensuse is a Kingstone Cops situation where the Redbrands keep falling down, and some of them decide to crawl out of the Grease.</p><p></p><p>Throughout the combat, everyone rolls like crap (including several fumbles)—causing it to go on much longer than I had anticipated. At one point, the Bladesinger decides to enter melee combat and immediately regrets it and disingages the next turn. The half-orc barbarian, Wrath, who has been failing all attacks up to this point rolls a crit against one of the ruffians and proceeds to do 40 points of damag—killing the ruffian in one blow. Here, one of the Ruffians decides to split so he can get reinforcements from their hideout (he doesn't get far), and the PCs kill off the rest except one, who surrenders after Wrath intimidates him. They take as a prisoner and interrogate him and get various details including a description of Glasstaff.</p><p></p><p>The PCs haul the their prisoner back to the townmaster's hall and discover that Sildar is basing himself there and taking on the townmaster's duties since Harbin has holed up inside his house (he's scared of the white dragon that's been spotted in the area). After locking up the prisoner, Sildar asks the party to find Iarno and gives them a description... The party puts two and two to together, and heads up to Tresendar Manor. They find the stairs going down, but that's where the session has to end.</p><p></p><p>All in all, it was a good session. Earlier I had made quest cards for the quests in LMoP , using the ones in DoIP as a template and put some quest markers (using images from Neverwinter Online as a wink to the players that also play NW) on the Phandalin map.</p><p></p><p>I'm getting a lot more comfortable with Tabletop Simulator and have found some neat gadgets and props to make the play expience easier and more fun.</p></blockquote><p></p>
[QUOTE="Azzy, post: 8036799, member: 6563"] Having previously clered the Cragmaw Hideout in the last session, the PCs finally made it to Phandalin. There, they heard about the Redbrands and decided to immediately tick them off the next day. They managed to (unsubtlely) bring attention to themselves and promptly find themselves tailed—and start a fight. They kill the ruffians and then stack their bodies in one of the ruined houses (because they didn't want to leave them in the middle of the road). Then they spend the next 30 minutes discussing how to approach the Sleeping Giant tap house. Eventuall, they decide to have the bard go up to the two Redbrands that are lingering outside the door and tell them that some of their friends had been attacked by some adventurers (prompting a Deception roll) while the other PCs remain hidden. One of the two Redbrands immediately becomes suspicious (stellar Insight roll despite having a negative modifier), and starts drawing his weapon threateningly (Roll Initiative). Combat ensues. The bard, Farrus, casts Vicious Mockery on one, the other PCs come out of hiding (except for the Bladesinger, who casts Grease on the area where the two are standing (whic is right in front of the door to the Sleeping Giant). One of the two decides to go inside and get his buddies, with the other starting the attack (well, he slips and falls gets up and doesn't have enough movement left to get to the bard, who is closest). The PCs do the rest of their attacks, and next round a group of Redbrands start coming out the door, and fall on their butts because of the Grease (I rolled like craop for their saves). What ensuse is a Kingstone Cops situation where the Redbrands keep falling down, and some of them decide to crawl out of the Grease. Throughout the combat, everyone rolls like crap (including several fumbles)—causing it to go on much longer than I had anticipated. At one point, the Bladesinger decides to enter melee combat and immediately regrets it and disingages the next turn. The half-orc barbarian, Wrath, who has been failing all attacks up to this point rolls a crit against one of the ruffians and proceeds to do 40 points of damag—killing the ruffian in one blow. Here, one of the Ruffians decides to split so he can get reinforcements from their hideout (he doesn't get far), and the PCs kill off the rest except one, who surrenders after Wrath intimidates him. They take as a prisoner and interrogate him and get various details including a description of Glasstaff. The PCs haul the their prisoner back to the townmaster's hall and discover that Sildar is basing himself there and taking on the townmaster's duties since Harbin has holed up inside his house (he's scared of the white dragon that's been spotted in the area). After locking up the prisoner, Sildar asks the party to find Iarno and gives them a description... The party puts two and two to together, and heads up to Tresendar Manor. They find the stairs going down, but that's where the session has to end. All in all, it was a good session. Earlier I had made quest cards for the quests in LMoP , using the ones in DoIP as a template and put some quest markers (using images from Neverwinter Online as a wink to the players that also play NW) on the Phandalin map. I'm getting a lot more comfortable with Tabletop Simulator and have found some neat gadgets and props to make the play expience easier and more fun. [/QUOTE]
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