Diefenbach

Diefenbach

wtorek, 21 sierpnia 2018

Amberpeak campaign. Episodes 16-20 Actual Play.


Since we finished another five episodes of the Amberpeak campaign (some time ago, I apologize for the delay) link it’s time to summarize and comment what happened. Previous episodes are still available, I recommend reading the reports before you delve into this one, references to previous adventures are all around the text.

We’re continuing to play every week, you can expect the next AP to arrive in a month or two.

Enjoy!

Starring:

  • Micah (KK), F-M 3, STR 13, INT 16, WIS 7, DEX 7, CON 17, CHA 11, HP 18, AC 2
  • Pluto (KS), F-M 2/M-U 2, STR 17, INT 12, WIS 12, DEX 8, CON 13, CHA 7, AC 9, HP 5, SP 2
  • Gorgon Renan (KS), M-U 1, STR 11, INT 9, WIS 9, DEX 9, CON 13, CHA 8, AC 9, HP 5, SP 1
  • Kai (Maks), C 1, STR 8, INT 12, WIS 9, DEX 7, CON 4, CHA 13, AC 2, HP 1, DECEASED (killed by underground mosquitoes, what would you expect whit such low CON and HP)
  • Tericles (Maks), C 1, STR 9, INT 11, WIS 14, DEX 11, CON 14, CHA 16, AC 2, HP 1, DECEASED
  • Artis (Maks), C 1, STR 9, INT 10, WIS 10, DEX 8, CON 14, CHA 17, AC 2, HP 1


Another delve into the Kepoi Castle dungeon ends in a massive fight with more than a dozen of Ghouls. The party is caught in a corner while bringing down a false wall (remember this wall, gentle reader, it’ll be back soon). PCs flee after killing a dozen of Ghouls and losing half a dozen of retainers. While retreating they encounter their old retainer Ferres, who was transformed into an undead by the Specter of a lizard warrior. Fortunately, they dodge his claws and arrive safely in the city.

PCs finally hold the fighting tournament, which turns out to be a huge success, earning them a hefty bag of gold. Pluto in disguise of a Mysterious Warrior from the East takes part as a contestant and reaches final match, which he loses to a powerful Hero. The tournament earns them also respect in the eyes of Menecrates leader of the local underworld.

While traveling to Derbent and back Micah falls in conflict with local guards in Fort Abila. Pluto interferes with his spells and as a result they are both apprehended until bailed out. In case of Micah “bailing out” means that Pluto used Charm Person on some of the fort officers. And convinced them to give him a magic axe. An incident which will have consequences in the future.

In another delve to the dungeon in Kepoi PCs found Aminta the Sculptor (locked in a giant iron crab), who claimed to be kidnapped by a bearded man living underwater. It turns out that she disappeared 20 years ago, but for her it was just few days. Khilonis the Sorceress takes care of her since the magician turned out to be Aminta’s fan. In return she dispells Geas put on Pluto by Aristotle, but unfortunately is not able to do same with Micah.

Another delve is targeted at the Centipede Pit. PCs fall into an ambush and face 20 Giant Centipedes (by “giant” I mean 3 HD ones). Most of retainers die, but the battle is more or less victorious. In large thanks to the Death Machine - a primitive flamethrower constructed by the PCs with a barrel, a cart and a pump.

They earned 6000 xp for this single fight. Again - tell me that OD&D is not about fighting monsters.

No treasure was found and a new issue emerged: PCs were visited by Empedales the Thaumaturgist who on behalf of commander of Fort Abila requested that they return the axe stolen from the Fort and pay 1000 gp fine. Or else. PCs visit the Fort, pay the fine (they borrow the money from Menecrates, a risky business), return the axe, but try to con their way out in case of Bag of Holding and a scroll stolen some time ago. Fort commander is not impressed and adjudicates that they need to pay 2500 gp damages instead. They appeal to the Steward in Derbent, result of the case is still unknown. They also learn that using spells is now forbidden in Fort Abila and its vicinity.

On their way to Derbent they are approached by an old lady living in a mangrove forest. She asks for help in her daily chores. Pluto suspects a witch and agrees, hoping to get some magical knowledge. Rest of the party left him there and hit the road. When Pluto was alone with the witch, she turned out to be a powerful Wizard and took him into her hut which turned out to be a portal leading to a gorge where hundreds of slaves built a stone tower. Pluto was charmed and enslaved as well.


Rest of the team reaches Derbent. They are explicitly looking for trouble at night and they find it: a horde of fish on spider legs swarms them and kills Tericles before contained. They leave a horrible stench.

The squad travels back to Kepoi again and delve into the dungeon. For the first time they are really successful. They manage to bring down the wall (you remember the wall, do you) and find some really precious jewelry. I mean several thousand gp - precious.

They travel to Derbent again (finding that Pluto has disappeared) to sell the goods. They hire a lawyer to appeal against the fines and damages imposed on them. They pay Gorgos the Necromancer to relieve Micah from Aristotle’s geas. Now they are free, no need to look for three hearts and three lions. Or is it? At night they are suddenly attacked by a group of red-robed assailants and are nearly overcome. Mostly due to paralyzing laser wands used by the attackers. Fortunately Artis is able to jump of the window and bring guards to help. Everyone suspects that the attack was a result of lifting the geas. Will Aristotle try to do more? We shall see... 

Wilderness explored so far. Not very much of an improvement since the previosu AP.


In hindsight (we are past session 25 now) I can see that encounters which ended this report proved to be vital for the future of the campaign. It’s a bit of a spoiler, but a conflict and eventually a war with Aristotle will become a kind of main arch of the campaign. The seeds were sown few times starting from episode 1 and their final installment hit the soil in episode 20. Stay tuned for further reports to learn what happened next.

It took 20 game sessions to establish a lasting team of PCs which eventually reached levels past first. They finally gained enough resources and knowledge to stay alive and establish a more cohesive plot (although still mainly improvised and heavily randomized).

I adopted new rules as to loyalty of the retainers. I treat the Loyalty attribute (vol. I p. 14) as a kind of additional Hit Points, which may wear off if the retainers are mistreated or witness unsettling events (like death of their companions, substantial advantage of enemies, etc.) but may be also regained. It works quite well, at least until PCs are not using Charm Person on every retainer (and mostly - they do).

Fight on!

3 komentarze:

  1. Korzystając z tych angielskich streszczeń przypomniałem sobie całą kampanię od początku. Robi wrażenie i zachęca do spróbowania samemu takiego modelu rozgrywki. :)

    Przy okazji takie pytanie - jakiej wielkości są heksy na mapce? 6 mil? 10 mil? Jakoś inaczej?

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    Odpowiedzi
    1. Podczas przygotowywania tego streszczenia zobaczyłem ile jeszcze mamy pozaczynanych wątków, które tylko czekają na rozwinięcie. Imię ich legion, przez te 20 sesji naprodukowaliśmy materiału na lata grania. Oczywiście zachęcam do takiego podejścia, kupa zabawy.

      Heksy mają 6 mil - łatwe liczenie, łatwe ogarnianie ile PC widzą.

      Usuń
    2. Tak, też uważam że sześciomilowe są najlepsze. :)

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