Great work, and by the sound of things the kids are getting into something more than just hitting/fighting stuff, kudos for that.Adventuring Group
- Thoradin Ironfist -- Shield Dwarf, Paladin, Alignment: Lawful Good -- Level 2
- Criella -- Tiefling, Rogue, Alignment: Chaotic Neutral -- Level 2
- Andry Thorngage -- Lightfoot Halfling, Druid, Alignment: Lawful Good -- Level 2
- Kaya -- Uthgardian Barbian: Elk Tribe, Ranger, Alignment: Chaotic Good -- Level 2
- Kung Lao -- Human, Fighter, Alignment: Lawful Good -- Level 1
Left the Group
- Thokk -- Half Orc, Fighter, Alignment: Chaotic Neutral -- Level 3
4th Day of Kythorn
The adventurers woke up early in the morning and decided to actually plan out whether or not to search for the prisoners before leaving or just leave with the possibility of coming back for them later. Andry decided to try out her Wildshift ability and turned herself into a mighty battle rat so she could explore without being conscripted for work duty. This plan worked. After finding the prisoners and seeing where they were, she went back to the cave to share her information with the others.
After talking it over, they decided to free all of the prisoners and escape with them. However, there was no longer time to do it before the camp stirred, so they settled in for a day of planning and resting. Nobody felt it was worth taking the chance of leaving the cave and being discovered. After a brief discussion, they were pretty sure that nobody had taken enough notice of them to realize they weren’t out and about.
5th Day of Kythorn
At 12:30 in the morning, the mighty adventurers decided the camp was quiet enough to make their escape attempt. Once the adventurers got to the hut where the prisoners were, they hurriedly talked to them and found out who everyone was. (Thoradin complained that they could figure who everyone was later, but no one listened.) Criella then quickly got them out of their chains and they snuck out of the hut -- having first lent weapons to those with nightvision. They did not think of healing the wounded, though, so Thoradin carried an injured teenage girl and Leosin limped along as best as he could. They were discovered by 3 kobolds, but they easily overpowered them and escaped the camp. On the way back, they encountered a pair of drowsy harpies by their cache of weapons. After a brief discussion, they decided to bypass the harpies and forego the weapons. A couple miles further, they ran into another pair of harpies, but Andry turned herself into a fierce, vicious boar long enough to distract them with loud noises. The rest of the trip went smoothly (especially after they remembered their healing powers) and they made it back to Greenest around 10 a.m.
DM's Note: Not a whole lot actually happened in this session, but my players started thinking more strategically, which was a big plus. And they started realizing that their spellcasting abilities could be useful in non-combat situations.
Our sessions last from about 2-4 hours. When they start being spacey or wandering off, I get them to a good stopping point and call it good for the day.Just for info, and only if you feel like sharing- how long are the sessions? How often do you play?
Also known as Plans A, B, C, & D by my group.The group’s plan, instigated by a still fuming Thokk, was to charge in, starting with Thokk.
That's a cool system.DM's Note: This was the first time our loot wasn't able to be evenly divided. We decided that in those instances we would roll for first pick, but that once somebody got first pick, that character's name had to go to the bottom of the list until everybody had gotten a chance to pick first -- when the order would be restarted.