Tuesday, August 19, 2008

Consequences

In this recap we see what happens when capable heroes choose inaction over altruism. (Yay, Neutrality!)

The companions (the two elves that is, as Patch is now dead) leave the MacBrady tomb. On the way out Cor'Nal casts a spell that guarantees no other souls will accidentally come across this sacred place of rest. It also guarantees that any simpleton already keen to its existence won't have a clue at how to bypass the near fortress the druid created.

Once that business is finished they set about about leaving the Olde Snoam Mine for good and returning, at least momentarily, to Whitewall Camp where and Loomis and friends await. They also must deal with dragging the stiffening corpse of former companion Patch to said camp, and to an awaiting funeral pyre. Briefly they discuss delivering his body to his ancestral home of Thorak but after careful consideration, and without coming up with a suitable excuse for killing him, decide it best to burn him here and leave it at that.

Upon returning to Whitewall they find Loomis is unsuccessful in the task he'd been charged with, that is, to find someone willing to make, or to buy the requisite materials required to turn the uncovered trailer into a small covered wagon. Seems there is no one around but the innkeeper, and a large, mostly empty warehouse. The PC's break in to the warehouse and decide it suitable for stabling the horses. The innkeeper has already been paid for the hitching and caring of the livestock but the PC's feel the weather make this a more suitable environment for their acquired steeds.

After buying enough wood to burn the remains of their little compatriot from the eccentric (but far more competent than Loomis) innkeeper they travel North to the outskirts of the camp (as per barbarian custom) to set up the pyre. While they burn the time, and Patch away Ryan MacBrady rides up on his horse, right on schedule. He asks them what the barbecue is about and after they explain to him the circumstances of the pyre he comments on how he thinks he may have made a mistake in joining with the elves, as bad luck seems to befall those who travel with them.

After they pay their final respects they return to Whitewall Camp. Where there they remain for nearly a week as a severe blizzard snows them in. To while the time away Ademar learns of a gambling game called "Dancing Dice". A simple yet slightly addicting cash game. He loses all of his copper and some silver to the innkeeper. MacBrady plays for a while as well but his luck is worse than Ademar's and he decides to quit. Ademar soon does the same.

When the snow finally lets up, the group starts to pack the wagons and get set to head south. To anywhere but here. But not before hearing of an out-of-the-way town near the foothills of Snowsquall Peaks, about thirty miles southeast of the Olde Snoam Mine. The innkeeper says its real enough and that Fengis used to route there on occasion. Ryan MacBrady tells them he's heard the same rumors but believes the place to be a bandit fairy tale. Rubbish, in other words, likely a story made up by Fengis to lend credence to the threats he sometimes made about gangsters he was in league with. In order to keep small-time criminals and orcs from ambushing his wagons and stealing his goods. Though the innkeeper disagrees with MacBrady, he can't refute his claim as he hasn't seen the place himself. It's on a road that leads past nothing, he explains, and dead ends at the town itself. Rumour is that its walled off at the western approach by a fifteen foot high oak fence and surrounded by impassable, steep and craggy mountain rock, seated within a massive corrie.

Ademar thinks it sounds better than the road back north. Cor'Nal agrees but thinks heading to Goodale is the prudent thing to do. That is, until he realizes its over a hundred miles away. He thinks checking out "mystery mountain town" might be a good idea after all, at least at first. Once they all agree they notice a wounded man on horseback arrive outside the inn. He is covered in blood and slumps off the horse into a snowbank. He is barely conscious, but speaks of an orc invasion of Snoam Schlabach. He then passes out. They lift the fallen barbarian into the inn and lay him beside the fire. Cor'Nal casts a spell that heals him enough to speak. He tells them that Snoam-Schlabach has been destroyed. He says that Tonguescum and his horde attacked under the cover of the blizzard. He said that they wiped out the already war-torn village with ruthless efficiency, killing everyone who resisted and taking away those who didn't. The barbarian can't speak to the fate of the MacBrady family when Ryan asks. Unsatisfied with this answer he leaves the inn and mounts his horse as the two elves trail behind him. He expects them to follow him to Snoam Schlabach to see with their own eyes the devastation of his home and the fate of his father. When they refuse he dismisses them for cowards. Cor'Nal states that essentially what's done is done and they cannot help the town now. Ryan argues that even if the town is gone and his family is dead that he must avenge them, or at least die trying. Cor'Nal dismisses this as suicide as it would require attacking Tonguescum's camp, head-on. (An idea he was fully in support of only a little over a week ago.) Besides, Cor'Nal says to the horror of everyone within earshot, we warned those in power about a likely orc invasion and we were ignored. Ademar stays quiet, (seemingly believing that Cor'Nal doesn't need any help putting his foot in his mouth) but his silent indifference proves to Ryan that he too has forsaken the town. This infuriates him and as he turns his horse to Snoam-Schlabach he spits at their feet and through gritted teeth, quietly tells them "I hope that someday, you both find something worth fighting for." Cor'Nal is unfazed but Ademar seems strangely affected by his words.

Before he rides away Cor'Nal raises a hand to halt him. He reaches a compromise with Ryan. Telling him that he'll scout the area himself, and if he finds any trace of living MacBrady's, he'll return and help him out. If not, Ryan's on his own. Reluctantly, Ryan agrees.

Cor'Nal turns himself into a hawk and he flies to Snoam Schlabach. There he finds the town in ruin. There are fires everywhere and most buildings have been leveled or turned to ash. A small orc party, likely AWOL looters, roam the town. Cor'Nal, as a hawk flies over them undetected, and while circling overhead he unleashes a steady stream of lightning and quickly dispatches the dirty half-dozen.

After that, he swoops into the MacBrady home. The place is a burned out mess but he finds nary a MacBrady, living or dead. He then flies toward Homebound Inn to check on the well-being of Magda Dervish. Sadly, he finds her bloated corpse behind her bar, face down with three bolts in her back. He decides that he has seen enough and flies to Tonguescum's camp. He perches upon a high pine and overlooks the orc village. A walled-off section on the eastern side of the camp protecting three small stone domiciles and a single large one reveal to Cor'Nal what he can safely assume to be Tonguescum's compound. The largest of the four buildings he believes to be where the chieftain lays his head.

A plan begins to form in his druid mind. Again nature holds the key, literally, in this case.

10 comments:

  1. "better than the road back north. Patch agrees but thinks heading to Goodale is the prudent thing to do" I think you meant Cor'Nal unless Patch is speaking from the grave (Obi-Wan).

    Never did see Fengis anywhere, wonder if he was executed, killed in the battle or captured by the orcs? Who knows perhaps he was rescued by the dirty bastards!

    Hmm, after a near-death experience and being surrounded by an orcish army, now wounded and nearly out of potions and spells, we have a troupe of village folk tagging along and a burning tower above us. I see our chances of survival to be less than me winning back my silver in Dancing Dice! I can't wait to see how Cor'Nal and our mysterious halfling help get us out of this bind!

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  2. Yeah, its going to be close. I first created this encounter when Patch was still alive. His character was so overbalanced that I actually thought it would be too easy! if you can believe that.

    Speaking of survival chances, according to Mike, you guys (especially Ademar) should be dead. Apparently I had forgotten that Flame Sphere can pass through Web as though its not there. I was stopping it every square. The damage it deals plus the damage from burning web should've ended the campaign right there.

    Oops. Good thing there's no do-overs in D&D, huh?

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  3. Luckily we are playing a campaign that is primarily driven by story line rather than game mechanics. The job of the DM is to tell a tale and keep the pc's interested in the game, you don't do that by citing rules out of a book!

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  4. I agree, tell that to Mike.

    However, in his defense, a DM should never coddle his PC's or save them every time they get themselves into a situation that should effectively kill them or the campaign. Now, in all honesty, that didn't happen here but my misinterpretation was so egregious that Mike thought it deliberate on my part and made a point to confront me after the session ended. (I felt stupid, but I'm glad he did.)

    If players dont fear for the lives of their characters in times of danger the suspension of disbelief disappears and then the fun, follows. Everyone knows that heroes, even really good heroes (Pat Tillman and Boromir come to mind) die, sometimes in a spectacular fashion that make people remember them forever. This is no different in our game.

    It's never my goal to kill characters, even those I don't particularly like, but I've no qualms about the death of the mildly retarded barbarian who runs headlong to fight a polar bear at level three, by himself. Characters die, sometimes its their own fault, sometimes the rolls don't go in their favor.

    As much as I liked Vrock, it would've been fraudulent to fudge the rolls or allow a Deus Ex Machina to save him. As a DM, I would've lost all credibility, as I fear I may have with Mike now.

    I would like to hear from everybody on this. Especially Mike.

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  5. It doesn't seem much like the man behind the screen to fudge a rule just to save someone's hide. Characters can get themselves in danger at every corner and at every turn, most of which is deadly peril to start with. All of the players have been here long enough to know death can wait for them anywhere, by accident or design. Of course, I'm rooting for them to cheat death spectacularly at every available moment. I admit that I attempt to give subliminal messages to the DM " They need more loot... they need more loot...." but all that aside, I don't think for one redhot second that the DM would have cheated or severely bent the flaming sphere rule to save someone from a nasty burn or dying.
    I am thoroughly relieved that death was cheated once again, as I have grown quite fond here on my cloud of watching two elves and an ever changing third party make their way in the world. I hope the newest character will have better dice luck, and be as wonderful a character as the departed Vrock was to watch.

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  6. Oh no, make no mistake, I was beginning to wonder if I would be rolling a new character at the end of the night! I was very relieved to be saved from my predicament. It was a nail biter for me!! I'm not saying characters should be saved all the time (or ever for that matter). When pc's get themselves into hot water it is their responsibility to figure a way out! Cor'Nal especially enjoys problem solving! I'm just saying that strict adherence to the rules ruins the game. It's no fun to sit around while 2-3 people are rummaging through books for "answers" every five minutes. Just make a call on the fly and play the game. I don't care if the call made was right or wrong, I don't care if I could have picked up more xp/gold/magic if we looked up the rule, I don't care if the judgment call killed my character. Make the call, play the game!!

    Oh yea on a less spirited note:
    " They need more loot... they need more loot...."
    Ademar could use a new pair of shoes Mr. DM!!!!!!!

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  7. Boots of Elvenkind, perhaps. We'll see.

    You're right and I couldn't agree with you more. I hate fumbling through the books during a session. And if I thought I could abandon it completely and expect all three of you to return for the following session I would. I love a fast-paced game, even if occasional mistakes are made. What I hate are arguments over the rules. Mike, Mikey and I have had many, one which caused me to nearly retire from RPG's altogether. Hence my occasional lapse into fumbling through a book. I'd hate to lose PC's, or friends for that matter, over a disagreement concerning a rule.

    Not that any of you guys are that shallow, right.

    Right, Mike?

    Mike?

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  8. About the whole last session I did enjoy it there wasn't really a lul in things all night which was good. About the whole flame sphere thing I use the spell all of the time and I was under the same impression that you were and thought that for it to work it had to stay in one spot for the round in order to work but after going back to the books I did read that it burns whats in its path but when it needs to do dmg to someone it must stay in one place. So all in all its good that mike brought it up for the future but what is done is done and know we know for next time. As far as characters dying everytime we play when we get into some situations I think that someone is going to bite the dust I thought Adamar was gone for sure last session but luck was on his side because he never rolls like that but when he fell to 0 he pulled off an astonishing 01 on his first roll which is way out of his norm.

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  9. I agree with you. Last session was very well-paced and didn't seem to get bogged down in the minutae of rules. I hope the next session goes as well, and ends happily!

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  10. They need more loooot... they need more looooot...

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