Tolamaker
Adventurer
The Party
Eluriah - Wood Elf Druid (Wildfire), originally from Sindaire. Very interested in finding out what happened to Innenotdar, as she has been a protector of the forests in her own home. Her spirit is a fiery deer, named Artemis.
Aripose - Forest Gnome Rogue (Assassin), also from Sindaire. Looks very young, and happily tells people he is an assassin. Has a pet hedgehog named Fern.
Orwin - Tiefling Artificer (Artillerist), Gate Pass local. Member of Gabal's school, but no one really knows what he's up to, so he basically created his own curriculum. Has a homunculus cat named Mechanicles.
Mishka - Half Orc Barbarian (Totem), Gate Pass local. Mom was a member of the original resistance, and Mishka wants to live up to that. Wears a bearskin pelt in honor of her father's Ragesian tribe.
Gruz - Half Orc Warlock (Blade), Former Dassen Military. His entire company was annihilated by a single monster, and he made his pact to be able to defeat it. Wears his company's former banner as a cape.
Session 1
The party assembles in the Poison Apple Pub to meet Torrent, a young cleric who is part of the resistance in Gate Pass. Their mission is to get secret Ragesian military intelligence to Lyceum, a mage school in the south. Then they have to get out of Gate Pass, and time is running short, because talk around town is that the council is going to let the Ragesian Inquisitors in tomorrow, and an army is on their doorstep.
As the party discusses how best to handle their escape from the city, Eluriah hears rushing footsteps outside, and alerts the party. They are prepared for the battering ram that comes through the front door, but not the rogues who had snuck in through the roof. A battle ensues, and the leader of the attackers declares that the party is "worth more alive than dead." Mishka cuts a man in twain, while getting attacked from all sides. Orwin tosses out a contraption that seems to provide shimmering shields to everyone. Eluriah rushes an archer, and knocks him out cold. She doesn't want to kill anyone. Unfortunately...
Suddenly, the roof explodes in a shower of fire, and the man on the floor burns to death as hot oil pours down on everyone. The attackers seem just as surprised as the party and begin to retreat. Eluriah knocks out another attacker, and pulls her to safety while the rest flee on horseback. The leader gives a single nod of thanks when he sees that his companion is safe before escaping on horseback.
As the party escapes the burning tavern, they see that the rest of the city is in an uproar, and winged creatures fly in the night sky, dropping sparking flames that burst into fire with explosive force.
Post-Session Thoughts:
Way overplanned, because I always forget how RP heavy my group is. I had everything up to Badgerface prepared, and we barely got out of the tavern in our 3 hours.
Players were very excited to start. We just finished Curse of Strahd, and while it was fun, I think everyone's glad to be out of the Mists for now. I personally enjoy the more cinematic scenes in the book, and look forward to next session.
Changes to the Adventure:
Not much that showed up here. I changed the the name of the the former empire to the Morusan Empire, so I could call the setting The Morusan Continent, because for some reason it bothered me that I didn't know what the world was called. So technically still the Empire of Morrus, but just obfuscating it a bit so it doesn't just sound like a name. In the end it doesn't matter, but it puts my mind at ease. Slightly lowered the number of humans in the setting, simply because I was kind of bored of humans by the end of CoS. I made the Khagan a half elf-halfling, because I love the idea of a halfling warlord. I'll likely be changing several human NPCs as we go along.
I am also using Kibblesmith's crafting, which hasn't come up yet, but will once they start fighting more magical creatures. No idea how that will come out. Part of choosing this adventure after CoS was more magic items, gold, and variety of enemies. Another was that players liked the idea of having a home base, and Seaquen will serve that role well. I'm hoping to get a little more homebrew with this campaign, particularly with PC feats and such, so that players can really personalize their character, and the crafting goes along with that.
Eluriah - Wood Elf Druid (Wildfire), originally from Sindaire. Very interested in finding out what happened to Innenotdar, as she has been a protector of the forests in her own home. Her spirit is a fiery deer, named Artemis.
Aripose - Forest Gnome Rogue (Assassin), also from Sindaire. Looks very young, and happily tells people he is an assassin. Has a pet hedgehog named Fern.
Orwin - Tiefling Artificer (Artillerist), Gate Pass local. Member of Gabal's school, but no one really knows what he's up to, so he basically created his own curriculum. Has a homunculus cat named Mechanicles.
Mishka - Half Orc Barbarian (Totem), Gate Pass local. Mom was a member of the original resistance, and Mishka wants to live up to that. Wears a bearskin pelt in honor of her father's Ragesian tribe.
Gruz - Half Orc Warlock (Blade), Former Dassen Military. His entire company was annihilated by a single monster, and he made his pact to be able to defeat it. Wears his company's former banner as a cape.
Session 1
The party assembles in the Poison Apple Pub to meet Torrent, a young cleric who is part of the resistance in Gate Pass. Their mission is to get secret Ragesian military intelligence to Lyceum, a mage school in the south. Then they have to get out of Gate Pass, and time is running short, because talk around town is that the council is going to let the Ragesian Inquisitors in tomorrow, and an army is on their doorstep.
As the party discusses how best to handle their escape from the city, Eluriah hears rushing footsteps outside, and alerts the party. They are prepared for the battering ram that comes through the front door, but not the rogues who had snuck in through the roof. A battle ensues, and the leader of the attackers declares that the party is "worth more alive than dead." Mishka cuts a man in twain, while getting attacked from all sides. Orwin tosses out a contraption that seems to provide shimmering shields to everyone. Eluriah rushes an archer, and knocks him out cold. She doesn't want to kill anyone. Unfortunately...
Suddenly, the roof explodes in a shower of fire, and the man on the floor burns to death as hot oil pours down on everyone. The attackers seem just as surprised as the party and begin to retreat. Eluriah knocks out another attacker, and pulls her to safety while the rest flee on horseback. The leader gives a single nod of thanks when he sees that his companion is safe before escaping on horseback.
As the party escapes the burning tavern, they see that the rest of the city is in an uproar, and winged creatures fly in the night sky, dropping sparking flames that burst into fire with explosive force.
Post-Session Thoughts:
Way overplanned, because I always forget how RP heavy my group is. I had everything up to Badgerface prepared, and we barely got out of the tavern in our 3 hours.
Players were very excited to start. We just finished Curse of Strahd, and while it was fun, I think everyone's glad to be out of the Mists for now. I personally enjoy the more cinematic scenes in the book, and look forward to next session.
Changes to the Adventure:
Not much that showed up here. I changed the the name of the the former empire to the Morusan Empire, so I could call the setting The Morusan Continent, because for some reason it bothered me that I didn't know what the world was called. So technically still the Empire of Morrus, but just obfuscating it a bit so it doesn't just sound like a name. In the end it doesn't matter, but it puts my mind at ease. Slightly lowered the number of humans in the setting, simply because I was kind of bored of humans by the end of CoS. I made the Khagan a half elf-halfling, because I love the idea of a halfling warlord. I'll likely be changing several human NPCs as we go along.
I am also using Kibblesmith's crafting, which hasn't come up yet, but will once they start fighting more magical creatures. No idea how that will come out. Part of choosing this adventure after CoS was more magic items, gold, and variety of enemies. Another was that players liked the idea of having a home base, and Seaquen will serve that role well. I'm hoping to get a little more homebrew with this campaign, particularly with PC feats and such, so that players can really personalize their character, and the crafting goes along with that.