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Too Much Roleplaying - Not Enough Hacking - keeping the action flowing
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<blockquote data-quote="Wulf Ratbane" data-source="post: 2024717" data-attributes="member: 94"><p>Huh. Must be something in the air-- our last session was nearly combatless, as well. </p><p></p><p>Which is not to say they didn't accomplish a lot-- here's what they did (in terms I know you can understand, pogre):</p><p></p><ul> <li data-xf-list-type="ul">After a brief interrogation, they made it back to town with a crazed elf prisoner (Pale, of Vorban and Pale)<br /> </li> <li data-xf-list-type="ul">Paid a priest in town to cure the elf of his insanity, and re-interrogated him<br /> </li> <li data-xf-list-type="ul">Gave the elf the magic axe they'd looted off his crazy dwarven comrade (who the paladin had "thumped too hard" trying to subdue)<br /> </li> <li data-xf-list-type="ul">The elf, grateful that he'd at least be able to take his comrade's axe back to his people, gave them his own belongings as "loot" instead<br /> </li> <li data-xf-list-type="ul"> The priest gave them two fresh wands of cure light wounds for their good deeds<br /> </li> <li data-xf-list-type="ul"> For good measure, they paid to have the priest cast <em>remove curse</em> on the entire party (good thing, too-- two out of five were infected with the crazy)<br /> </li> <li data-xf-list-type="ul"> Bought several scrolls of <em>knock</em> they'd been needing for a while<br /> </li> <li data-xf-list-type="ul"> At great expense, they had the wizards' college anaylze/ID the Arm of Gromm-- the magic, lightnin' throwin', undead-whackin heavy mace (in my game, the mace head is shaped, literally, like a massive fist-- guffaws all around)<br /> </li> <li data-xf-list-type="ul"> Returned to the cave and tried some keys they hadn't tried in a while, opening a door that revealed a magic "cube"-- key to the lower parts of the dungeon<br /> </li> <li data-xf-list-type="ul"> Got stymied by the magical wards keeping them out of Devron's prison<br /> </li> <li data-xf-list-type="ul"> Backtracked over all the riddles/clues they had accumulated so far<br /> </li> <li data-xf-list-type="ul"> Spent 4 game hours digging through the rubble to reveal a hidden room with some major information, including the knowledge that the Chaos Stone could be destroyed with the magic sword they have been trying to find, as well as how to find the sword (finally!)<br /> </li> <li data-xf-list-type="ul"> Deciphered the key riddle that opened a secret door to the first "Flame"<br /> </li> <li data-xf-list-type="ul"> Lit the first "Torch"<br /> </li> <li data-xf-list-type="ul"> Descended down a staircase they still hadn't tried and found "The Halls of Fear"<br /> </li> <li data-xf-list-type="ul"> Barely managed to solve the riddle of the first Hall of Fear and found the secret door leading further into the dungeon</li> </ul><p></p><p>That was over 3 hours of gaming, 10:00 PM, and time to call it a night.</p><p></p><p>The players <em>demanded</em> we keep playing, I suspect, cause there had been no combat, despite their great advances in plot and position.</p><p></p><p>Fortunately there was a werewolf nearby, so by 10:15, that combat was over, and everybody seemed pretty satisfied. </p><p></p><p>(I'm especially a bit worried that the party rogue assured everybody that, despite being mauled by the werewolf, there was no risk of lycanthropy... In truth, the wolf never actually bit him, so he actually isn't in any danger, but he is reinfected with the crazy, so I think that, based on my suspicion that he <em>wants</em> to be infected, the least I can do is let him <em>think</em> he is.)</p><p></p><p>I really wanted to award them all some XP just for having accomplished so much really, really key plot stuff that night, but they're already dangerously close to making another level after just 3 sessions of play at 4th level, so I didn't do it.</p><p></p><p>And consistently, it's the lone female gamer at the table who is the most frustrated at "all the talking and shopping crap" and no combat.</p><p></p><p>God bless 'er.</p><p></p><p></p><p>Wulf</p></blockquote><p></p>
[QUOTE="Wulf Ratbane, post: 2024717, member: 94"] Huh. Must be something in the air-- our last session was nearly combatless, as well. Which is not to say they didn't accomplish a lot-- here's what they did (in terms I know you can understand, pogre): [list] [*]After a brief interrogation, they made it back to town with a crazed elf prisoner (Pale, of Vorban and Pale) [*]Paid a priest in town to cure the elf of his insanity, and re-interrogated him [*]Gave the elf the magic axe they'd looted off his crazy dwarven comrade (who the paladin had "thumped too hard" trying to subdue) [*]The elf, grateful that he'd at least be able to take his comrade's axe back to his people, gave them his own belongings as "loot" instead [*] The priest gave them two fresh wands of cure light wounds for their good deeds [*] For good measure, they paid to have the priest cast [i]remove curse[/i] on the entire party (good thing, too-- two out of five were infected with the crazy) [*] Bought several scrolls of [i]knock[/i] they'd been needing for a while [*] At great expense, they had the wizards' college anaylze/ID the Arm of Gromm-- the magic, lightnin' throwin', undead-whackin heavy mace (in my game, the mace head is shaped, literally, like a massive fist-- guffaws all around) [*] Returned to the cave and tried some keys they hadn't tried in a while, opening a door that revealed a magic "cube"-- key to the lower parts of the dungeon [*] Got stymied by the magical wards keeping them out of Devron's prison [*] Backtracked over all the riddles/clues they had accumulated so far [*] Spent 4 game hours digging through the rubble to reveal a hidden room with some major information, including the knowledge that the Chaos Stone could be destroyed with the magic sword they have been trying to find, as well as how to find the sword (finally!) [*] Deciphered the key riddle that opened a secret door to the first "Flame" [*] Lit the first "Torch" [*] Descended down a staircase they still hadn't tried and found "The Halls of Fear" [*] Barely managed to solve the riddle of the first Hall of Fear and found the secret door leading further into the dungeon [/list] That was over 3 hours of gaming, 10:00 PM, and time to call it a night. The players [i]demanded[/i] we keep playing, I suspect, cause there had been no combat, despite their great advances in plot and position. Fortunately there was a werewolf nearby, so by 10:15, that combat was over, and everybody seemed pretty satisfied. (I'm especially a bit worried that the party rogue assured everybody that, despite being mauled by the werewolf, there was no risk of lycanthropy... In truth, the wolf never actually bit him, so he actually isn't in any danger, but he is reinfected with the crazy, so I think that, based on my suspicion that he [i]wants[/i] to be infected, the least I can do is let him [i]think[/i] he is.) I really wanted to award them all some XP just for having accomplished so much really, really key plot stuff that night, but they're already dangerously close to making another level after just 3 sessions of play at 4th level, so I didn't do it. And consistently, it's the lone female gamer at the table who is the most frustrated at "all the talking and shopping crap" and no combat. God bless 'er. Wulf [/QUOTE]
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