Session 3 Awards

First of all thank you for a very enjoyable game!

Sorry if I hurried you through the translocation from the starter adventure area to the Campaign proper. Hopefully I can post some info on your surroundings here that those of you with leisure time can read up upon in lieu of Role playing it out in session.

Well the inevitable extra time needed to finalise some characters cut into adventure time though not as much as I feared but apart from the fact you split right down the middle I thought it went OK. You are all getting into your characters and everyone had at least one decent idea/in character quirky bit in the town so I am going to class the town work as a simple encounter for 1 XP each

Once you got to the start of the dungeon proper there was again some solid (if rather [Justified] Paranoid) ideas. Tom may I just say that in all the years I have run variants on this adventure (the core adventure is 39 years old as of next month BTW) You are the first to look for the “Water entrance” that the rumour said the Lizard folks used. A few teams have also found the secret door but most have traipsed happily into the Open “front door” believe it or not LOL! Right so this will be new for all of us in some ways!

So there were three basic encounters done I think. One covering the town planning and info gathering. Then one done by the group that went in via the secret passage and a third by the Cavers that found the side water way.

So Basic award is 2 xp each to each character for the session, plus some individual awards based on bright and sensible ideas Role Play and so forth.

  • Ben. I am so glad we have Mogar as a front line fighter! I suspect though he comes from unlikely begging he may surprise us with his strength in the end! Good job on info gathering in town and not simply dropping your armour to go into the crawl space, I expect you woulda won had it been you instead of Tem in their first but probably taken more damage than needed. +2 Xp
  • Dave. Well you nailed it with Felix, I didn’t get which special card you had got until I saw it but the good news is: When I saw it I went “doh! How did I miss that!” Perfectly done. Gonna have to work on that perception ability though eh. I mean a dead end in a dungeon behind a secret door 😀  +4 Xp
  • Lori. Couldn’t say at the time how much I was laughing on the inside as Phaedra did her “Undead test!” on the party as we started ROFLMAO! Probably just as well you didn’t splash the familure with Holy Water in the end. But its definitely NOT undead! +2 Xp
  • Mat. Let me be clear… Temerin is NOT stealing a horse right before you go on a boat nope, nada, nix to that! That said LOL! Good call on the spell casting as well, sorry I forgot to bring your spell book with me (I have it now in my gaming bag!) Playing a spell-caster in an unfamiliar system is always an added challenge so Bravo. +3 Xp
  • Sam. Thinking back I do see how you were attempting to play your card 🙂 It was almost a shame that after Joseph’s detailed work examining the secret door the Elf walks up and spots it almost right away! Still good in character play, Arvid and Mogar would have gotten a lot wetter sooner without the smart work of running out a guide line as you did. Also good thinking on prearing for the “Boss battle” as you did, +3 Xp
  • Tom. Ahh man of many godz! I see I see how you were setting up for your cards instructions but in part the luck of the dice denied you. I Failed to roll a random twice while you were all assembling on the Docks, But I sense you have some ideas still as you explore the side entrance you have found. Loved the creative use of the special spell. But as I recall you did get one Goof as you first tried it, so your disapproval is a 1 Or a 2 for the balance of the game day. Remember that 😉 +2 Xp

OK as before I’ll make a back up XP post to make sure folks know what they scored. Those that left their character sheets with me I’ll add them on automatically never fear.

The rest of your “Warband” along with your back up characters I am going to say is going to take over one of the semi ruined Watchtowers on the wharf, in case you are wondering. Makes most sense to take over something vaguely fortified as its right there, don’t you agree? In subsequent adventures they may not be so near to hand, But the “Camp” will never be more than three or four hours away at any time (Say 10 miles maximum) It will all depend on the individual circumstance of the Adventure in question.

 

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