Tantalos finally noticed Babs looked a bit worse for wear after the recent run ins with the inhabitants of the sewer aided in healing her a little. After reminding the party how to find their way out back to the Lower Reaches, they parted way with each other.
On their way back through the sewers towards the Lower Reaches Babs discovered a hidden tunnel, that upon following lead them into a kobold ambush.
After hacking away a few of the attacking kobolds the party decided to double back on themselves back to the sewers.
There they set off a shrieker whose spine tingling, ear hurting shriek attracted a smaller band of kobolds. Which attacked as soon as they saw the party.
The skirmish ended with the untimely death of the kobolds. After which the party made their way out of the sewers into the lower reaches.
Vaz then guided them to Adel’s Emporium of Magical Relics.
We left the party resting in the accommodation that Adel had arranged for them (at a cost).
Post Mortem
Before we start the post mortem of the session I do need to do that little bit of house keeping to warn any of my players.
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.
It was another fun session. I am enjoying being a DM with this group. Friendships are starting to happen.
I started the session trying a suggestion from Quick Tricks For Lazy DMs page of The Lazy DM Companion of giving each player inspiration. It’s something I want to use more. I hadn’t used it at all with the other group. Which makes last sessions use the first time I’d used it in anger. I think it worked well. All of the players used it.
Player: “I rolled a 19.”
Me: “What are you rolling for?”
Player: “I’m going to steal the healing potion from…”
With the agreement of the player it was going to affect I had them both roll to see if the theft was successful. Luckily for the enthusiastic player the other one rolled low.
But I wasn’t very chuffed with the initial player rolling and assuming the high roll allowed them to do what they wanted to do. Especially when it broke the line in the sand I discussed with them in the session zero. I appreciate the enthusiasm of the player. But they need to remember the DM tells them if a roll is needed or not.
I do need to keep better tracking of the items given out to players. I’d forgotten I’d already given out the fey amulet in the previous session. Which Liz pointed out when I gave a second to Babs! Oops.
A6 sized gridded index cards were used for drawing out the map of the sewers as the players navigated their way out. This worked better I thought than the small white boards I used in the previous session.
I used a combat map (from the big book of Battle Maps) with a very rough sketch of the current location for when we were in combat. Which happened twice in this session. I like the simplicity of this. Which can be enhanced with scatter terrain (if appropriate). I think it went well and for the time being will be my preferred way to run combat.
Now to start planning the next session.