Sunday, March 15, 2009

Order of the Mithril Dolphin #8

I’m really on the fence about a dragonborn’s Dragon’s Breath power.

On one hand it is really good for clearing out minions, it can be used by some classes to mark multiple opponents, and when multiple dragonborns use it on the same targets the damage adds up.

On the other hand it’s a minor action that does minor damage when used singly (1d6+modifier), but takes the amount of time that a daily takes and can be used every single combat.

Then there’s sneak preview of the sorcerer that I got to personally experience this session.

To my Valley campaign, sorcerers are kind of ingrained into the whole campaign, so seeing them in action matters to me.

When I first saw the sneak preview I was surprised in neither a good nor bad way. They had a lot of power, and plenty of randomness, which I liked except that the randomness was taken a step too far. But since most of that randomness is kept internal to the player, it’s ok.

And man can they do damage. Granted, it’s all a matter of making the right decisions while building the PC, but you have an at-will that does 1d10+8 damage from range at level 1. Unless they get nerfed you can probably kiss bow-rangers and warlocks goodbye.

Mike has been playing the bard sneak preview and Justin is doing the same with druids. Both of those classes do not seem to be broken as we’ve seen so far.

In fact the 4E bard is similar to the 3E bard; they’re the class that helps everyone else with various buffs (like temporary hit points). While the druid so far is not all that much like the previous druid, and that’s a good thing.

Oh, and Dale is sick of kobolds and fire beetles too, so no more of them. Yay!

Everyone made it this session (levels 3-4).
Ergot (Justin), dwarf druid, controller
Kal (Brian), human swordmage, defender (late due to death in family)
Sephira (Scott), dragonborn cleric, leader/striker
Shamash (Aaron), dragonborn fighter/cleric, defender
Renald (Mike), human bard, leader
Wildeyes (Me), halfling ranger/rogue, striker

Since we had made it back to the city the previous semi-session, Dale had prepped for the multiple potential directions we could head.

We started with everyone receiving the various magic items they had ordered several sessions back.

During the midst of that, a runner from Mayor Ironfist found us and told us we were being summoned to the Mayor’s office.

Someone with some power had moved up our position in his docket about setting up the Mithril River Dolphin Protection Society thing…or whatever we’re calling it now.

Although Brian was not able to be around for this (his PC is kind of the whole linchpin for this) we were able to convince the mayor that our intent is genuine and there is need to control excessive fishing in the river.

We did have to mention the merfolk, which got a skeptical eyebrow response, but once we show him Ian’s sword he’ll give us what we need (more or less).

The mayor is also pushing for us to chat with the Fisherman’s Guild. They’re not happy with us at all.

Afterwards Wildeyes decided to check out a request for adventurers in the latest Hillside Gazette – Jessail, the Jade Sorceress was looking for some adventurers to aid her in a task.

She needed the final gem to be added to her magic staff, and that gem just happened to currently be in the possession of a black dragon.

She also would be joining us on this adventure. Dale was being nice, allowing me to get familiar with sorcerers as a kind of test run. So once again I’d be running a second PC while Dale would be doing the role-playing.

In the end she only wanted the gem, while we would get 400gp and the remainder of the dragon’s hoard.

So yet again we were on our eyesore of a boat (we have sponsors akin to Nascar) traveling along the river.

Our first encounter occurred when we found a small farming village in flames. The moment we set foot on the shore we were attacked by orcs and dire boars.

The orcs didn’t put a big hurting on us, but they were hard to kill.

Once they were dead we help douse any salvageable building and told the farmers to head to Hillside to warn them that the orcs were raiding as early as they had expected. For a bit of PR, we told them to say the Order of the Mithril Dolphin saved them and sent them to town.

The leader of that group did mention that another village was having trouble with their graveyard.

And in the blink of an eye we made it to the village of Cul Fin (no clue on the spelling).

Note: In this campaign Dale doesn’t seem to worry too much about traveling in between encounters. Yes it’s not exactly realistic, but I’m kind of ok with that. Considering how long a random encounter would take, and how pointless it would be as part of a plotline, random encounters are not as random as they used to be.

We talked to the villagers and got some information with some various skill checks.

First off, the undead are corporeal. That made us feel a little better.

The rest of the history isn’t so nice. The graveyard was built on top of an old temple to Orcus and other such evil entities.

Note: force all villagers to watch the movie Poltergeist. Putting anything on top of a graveyard or other such burial ground never results in anything good.

Erosion, weather, and time had done some damage to the crypts, eventually allowing light into them. This gave new unlife to the place, calling undead from all around to the graveyard.

We confirmed this as we neared the graveyard. No living creatures made noise and the vegetation was more withered and decayed the closer we got to the place.

Given Wildeye’s recent aptitude for killing, and Sephira’s skill at hurting undead, they lead the group into the graveyard.

Gravehounds quickly surrounded both the front and rear groups while a pair of large zombie dogs called “Death Dogs” faced off against Sephira and Wildeyes.

The gravehounds were nothing at all to take care of, but the death dogs were tough.

Had Sephira’s Turn Undead not worked on both of them, the combat may have had a drastically different outcome.

The special powers of the death involved an attack tripped you, then another free attack that tripped you when you tried to stand up. Oh and they had an AC of 19 and 178-179 hit points.

Plus we goofed. We foolishly thought this would be the last fight of the night, so we used our dailies.

It was the last fight of the night in the real world, just not of the game world.

And to make things worst, next session just might be one of Dale’s “special” St. Patrick’s day adventures. I shuddered at the horrible thought.

Fairy dragons are evil.

0 Comments:

Post a Comment

<< Home