The third session was the first with a replacement player, with Xu filling in for the (apparently deathly ill) Tom. Chris will be absent for the next 2-3 weeks so Xu will be probably also be filling in during that time.


Game mechanics issue: My treasure designs are geared towards the classes in PHB1 (eg the Rod of Reaving is optimal for a Warlock) and as far as I can tell no-one is playing a PHB1 character. Could all players send me (via email or via comment below) their class and race, along with a brief summary of powers being employed. This will influence my encounter and treasure design. I also expect that most players will be second level by the end of the next session, so please give some thought to levelling up.



Session summary: Things picked up right where the second session concluded, with the interrogation of the Goblin Hexer.  The Hexer's name was Grak and he revealed the following:
  • There is a camp nearby with "many hands" of goblins living in it.
  • The emblem around his neck was a prize taken from a dead "Red robe" (he did not disclose how the "red robe" died)

The party was able to identify the emblem as being the symbol of the Zhat Nation


Bliiy Blagg (Pete) insisted on releasing the goblin hexer, overruling to far more malevolent Lube (Chris) who advocated brutal extermination. Whether this will have consequences remains to be seen.


A short walk over a small hill brought the party to the entrance to the tower. The tower was encased in a cone of shimmering ice that was several feet thick. The cone rose all the way to beyond the top of the tower and resembled a "frost volcano". A plume of cold was erupting from the top of the cone - clearly the source of the bad weather affecting the region.


The party found the double doors that marked the entrance to the tower, located  near rows of many gargoyle statues. After hacking away at the ice for a few minutes they managed to get through the ice, however the moment they actually touched the tower a wave of arcane energy flowed around them, awakening the tower guardians. Four of the gargoyle statues transformed into Iron Defenders and two clay scouts emerged from the doors.


Despite a shaky start the party were able to despatch the magical defenders, with Tina being particularly effective. A quick check of the door indicated it was now magically locked, and the party has yet to investigate how to reopen it. However with Pete in pretty bad shape the party felt that an extended rest was in order, and the session concluded with the party starting to scout for somewhere to rest. The howling winds, constant snows and potentially a horde of angry goblins suggests that an extended rest might not be easily achieved...
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XP - total experience earned for the encounter was 750 combat, 100 skill challenge, 100 story. Total 950, or 190 each.
  • Chris: 735 + 190 = 925
  • Pete: 735 + 190 = 925
  • Tina: 735 + 190 = 925
  • Adam: 735 + 190 = 925
  • Tom:  735
  • Xu: 190
Renown points: Most people got their first card during this session. (You get a card for every 4 points). Just about every player has missed out on points they are entitled to, but it's not my job to remind them about how points are awarded. Thus far we have not had "Player of the Night" awards, but for tonight I gave it to Tina (2 points). TIna and Pete both get a new card at the start of the next session
  • Chris - 7
  • Pete - 9
  • Tina - 8
  • Adam - 6
  • Tom - 6
  • Xu - 2
 
My first blog post for the Yerth campaign! The campaign will kick off on Thursday (it's Monday now) but I've been uploading all of the player info for the campaign.

It's still a bit bare-bones but the basics are there. I'm particularly pleased with the Divine Luck feature I've developed (see the galleries with the 75 cards I created). Some may not approve of the decidedly "non-fantasy" elements I've used in creating the cards, to which I say "eat chain".