Grp2: When last we left our heroes… #1

Our intrepid adventurers found them self at a doorway to one of the many crypts lining the Cliffs of the Dead above the City of Arches.

They had been hired by their patron, Adel Rosethorn, to enter the crypts, find her lost adventurer Quintus Harrowtoes, and locate a lost artefact the obsidian skull.

The adventurers freed Quintus from two members of the Children of Ibraxus cult in the Crypts entryway. Who had been aggressively asking him questions. After administering some first aid to Quintus, he guided the party deeper into the crypt looking for the obsidian skull.

After avoiding a booby trap in the Collapsing Catacombs they came across more members of the Children of Ibraxus cult. Who were led by Irvana Blackstar who is performing a ritual with the obsidian skull to open a portal to the abyssal plane of the Choul in the chamber’s gilded arch.

More violence ensued. Two badly injured cult members survived. Although during the enthusiastic questioning of the party they wouldn’t reveal details of their cult, they did try and barter for freedom with information about a recently discovered tomb that possibly contained a magical sword.

The party were left outside the crypts ready to return to the shop of relics, and Adel Rosethorn.

Post Mortem

You know I have to say this, just in case.

SPOILER ALERT TO MY ADVENTURERS! The following part of the post contains spoilers for the up and coming campaign. You may want to avoid this part of the post and join me in a future one.

If they are having fun, then you are doing it right.”

I can’t remember who said the above quote, most likely Mike Shae aka Sly Flourish or Jim Murphy. But it does seem to sum up this first session with the new group.

The session lasted between an hour and a half and two hours. I thought it might have lasted a little longer. Because of that I was very tempted to throw a surprise encounter at them on the way out. But I couldn’t justify story wise having a skeleton, stirge or shrieker attacking them. It just didn’t make sense of them suddenly appearing.

In the session zero I had said I would not roll for initiative but use cards instead. Guess who forgot to take the cards with him? So we had to roll for initiative. I did speed it up by pre-rolling some d20s and recording their values to use during the session for the monsters initiative.

I thought the meeples, A3 map, and the use of index cards to hide bits of the map, worked well. Especially because it was a small map that came out at a usable size at A3.

The aid spell helped avoid a tpk during the climatic fight with the cultists doing the ritual. So that was a good call. The party have levelled up at the end of this short adventure. So no more Mr Nice Guy. Although they do have three healing potions that they found. That was a deliberate decision I made. One less than the number in the party. It forces them to make decisions of who gets them when they are needed.

As for running a published adventure. This short two pager was a pleasant experience. I did like the way Mike Shae wrote it. I only needed to dig the stats out for the cultist fanatic and cultists. Although stats for the npc Quintus Harrowtoes would have been nice.

Next session is in 2 weeks. I’m looking forward to it.

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