Wednesday, February 27, 2019

Session 3: I Got 99 Problems but a Lich Ain't One


A. Story Recap


This week we picked up with our adventurers in the basement / caverns of Zaldara, the Duchess of Rot, a powerful lich. The party had recently befriended and set free a faerie dragon, named Elonast who had been locked in Zaldara's dungeon and who the party learned used to be Zaldara's old familiar.


With the help of Elonast, the group of adventurers began making their way through the twisting caverns that connected to Zaldara's cellar. Elonast steered the group along the back wall of the caverns until they entered a gem chamber, a room covered floor to ceiling in pink crystals as if the group was standing inside a geode. Careful inspection by the group revealed that the crystals were magically conjured and had the ability to teleport anyone who touched them. While the group didn't know exactly where these conjured crystals would teleport them, they decided it best to pass through this chamber without touching anything.

Passing through the gem chamber, the group made their way up a set of stairs to a large stone door, with the image of a kraken carved into the stonework. Having encountered one of Zaldara's trapped doors previously, the group decided to inspect the door and in so doing noticed runic magic on the door. When the group asked Elonast if she knew anything about what the rune did, she replied "SQUEEZIES!" The adventurers were sure they didn't want to find out exactly what that meant, so Fitz made careful use of his mage hand and a pick axe to deface and disable the rune.

Safely through the disarmed door, our group of adventurers was overwhelmed with a wretched stench of death and decay. Sneaking ahead and peering through an opening on the left, the group noticed a ghoul feasting on what appeared to be the severed arm of a halfing, gnome, or perhaps a human or elven child. Cramming themselves into the tight squeeze of the hallway, the group was able to carefully maneuver and get a sneak attack in on the ghoul. A fight ensued with another ghoul making his way out of the room when the first ghoul was hit. Kaely sunk an arrow into the first ghoul taking him down and getting the first killing blow of the night. When the party had carefully dispatched both ghouls they crept further down the tiny hallway noticing another doorway to their left. Inside, they noticed another ghoul playing in a fountain of what appeared to be blood. So enthralled with his fountain was the ghoul that the group was able to move past without being noticed.

The group then made their way to a larger hallway where, to the left a set of stairs led upward toward the raid lead by the Harpers in the main area of Zaldara's tower. To the right, the group found another pair of ghouls. Elonast surprised the group by releasing her euphoric breath, intoxicating the ghouls.  The group made short work of them and continued further in their quest for Zaldara's vault. As they made their way down the hall, the group came to a foyer of sorts. To their right a stone door, which Elonast told them was the door to the vault. Before them was a short set of stairs.

With the door to the vault opened, the group was able to see an iron chest surrounded on either side by two floor to ceiling stone pillars.  Ella was able to detect an evil undead presence in the vault. Cire threw his voice into the corner of the room hoping to draw out whatever evil may have been hiding behind the stone pillars and sure enough two specters and a poltergeist floated out from behind the pillars toward the sound in the corner of the room

Unsure about facing the ghostly creatures, the group quickly but quietly shut the door behind them and decided to explore the other way. Fitz made his way up the stairs and came to a landing where the walls were decorated in coats of arms and rusty armor. However, amidst the rusted old armor was a pristine iron shield. Fitz, in true Fitz fashion, decided that shield should be his, and lifted it off the wall. As he was strapping the shield to his back, the swords behind it came to life and two flying swords came flying right at him. While the flying weapons proved difficult to hit, swirling around in the air, the group was still able to take them down without getting hurt.

From here the adventurers began to strategize about the best way to get access to the vault without the poltergeists attacking. Cire had the idea to disguise himself as Zaldara and convince the specters to stand down. While some of the party wasn't quite on board with the plan, Cire spent some time with Elonast working on perfecting Zaldara's image and Ella helped out with her disguise kit. Fully disguised, Cire waltzed into the vault room and commanded the specters to retreat. The specters were a bit skeptical, but ultimately Cire gave a convincing performance and the ghostly figures retreated down the hallway, leaving Cire alone in the vault room with the locked chest. Fitz came to his aid, picking the lock with his mage hand and the chest was opened to reveal  gold, scrolls, and a tome that
Zaldara Cordress, Dutchess of Rot,
Queen of Ghouls
appeared to be bound in human skin, which the group recognized as Zaldara's phylactery.  Fitz began to gather up the items in the chest, but as he touched the phylactery a sickening crack was heard and Zaldara herself appeared in the room before them. 

The group attempted to persuade Zaldara to let them leave with her phylactery, of course to no avail. Some of the group scattered, running towards the stairs leading to the main tower. Fitz's mage hand carrying the phylactery and Ella made their way up the stairs, hoping to get the phylactery up the stairs to the Harpers. Unfortunately, they were met with a Flesh Golem at the top of the stairs. Upon hearing some of the group at the top of the stairs Remalia made her way there and engaged the flesh golem.

Meanwhile, back down at the vault, Xandaros heroically charged in to fight zaldara. He, Sagres, and Cire managed to hold their own against the lich, landing a few blows against her which she mostly seemed to shake off.

Eventually the group realized the only way out of this predicament is to run. So that's exactly what they did as Remalia made her way downstairs to help hold off the lich so the group could get to safety.  Making their way out the way they came the group was almost in the clear when the ghoul who had been playing in the fountain of blood took notice and gave chase. The group again decided to pose as Zaldara and command the ghoul to run the other way. It worked! The group was able to make their way to the mouth of the cavern where Callbrax was waiting. Callbrax cast a spell and teleported the group out to a clearing in the front of the lich's tower. Remalia joined the group and summoned Zaldara.

The adventurers pressed Zaldara for what information she knew about the death curse and offered to leave her phylactery and leave her alive if she told them what she knew. Zaldara beaten down from her fight with Remalia reluctantly agreed.

"I have been studying the death curse extensively," explained Zaldara, "because it affects me too. You see the curse not only siphons away the souls of those who have been resurrected, but it siphons away the souls meant for my phylactery. Indeed since the curse struck, I have not been able to feed any more souls to my phylactery. There will come a time, when I will reach my end. My research has lead me to the conclusion that the only thing that could cause such a phenomena is an ungodly necromantic device called the Soulmonger. I do not know what it's purpose is. All I know know is that this Soulmonger is collecting all of the souls of the deceased and that the amount of dark energy it has gathered is enough to power an undead being like the world has never seen, greater than any lich.  My scrying indicates that the soulmonger is located somewhere in the peninsula of Chult. Though I cannot pinpoint where."

Armed with this information, the group upheld their end of the deal and agreed to leave Zaldara's phylactery on the ground. Before they left, they asked one more thing of Zaldara -for Elonast's freedom.

Perhaps it was because she was overwhelmed with fear for her own life, perhaps because she knew she was bested by this group, but whatever the reason, a glimmer of the lich's once human self was almost recognizable as this question was asked of her. "You may take her or you may set her free. I have kept her locked away for far too long" 

B. This Week's Achievements


In keeping with the previously announced achievement system, our players began earning achievements this week. Per the rules of achievements only one player can earn each achievement in a given session (with a few special exceptions that are achievements all players earn at the same time) and the achievement will go to the first person to earn it in a given session; and a player cannot earn more than 3 achievements in one session. This week's achievements and their rewards were: 

CharacterAchievement TitleDescription / Reward
XandrosA Wizard Is Never Late    Be the first person to the game (reward: inspiration)
CirePutting the Tard in Tardy    Be the last person to the game (Reward: Title - the slow)
CireAnd the Oscar Goes To    Roleplay your character exceptionally (reward: inspiration)
KaelyFinish Him!    Land a Killing Blow (Reward: inspiration)
CireMaybe We Can Reason With It    Defeat an Enemy with Social Skills / Persuasion (Reward: inspiration)
FitzSafety First   Disable / discover a trap before anyone is trapped (Reward: inspiration)
XandrosKick his ass, sea bass    Get a critical hit on an enemy (Reward: inspiration)
FitzMy Middle Name is Klepto    Steal something (Reward: inspiration)
XandarosLeeroy Jenkins!    Charge into battle when the odds aren't in your favor (Reward: inspiration)
Everyone!  Let's Get it Started     Finish the Intro Adventure

C. To Dos and Reminders

Our next session is next week, not two weeks out this time. 
Because everyone reached level 2, please between sessions, go ahead and level your character up. If you need help, message Rach or post in the group. 

Tuesday, February 12, 2019

Session 2: I'm on a boat annnnd it's getting attacked annnnd....


A. Story Recap


The Diviner

This week our adventurers started their journey dockside with Callbrax. When they approached Callbrax's ship, they were greeted by a human paladin named Eleamisa "Ella" Gelarise. Ella introduced herself to the group explaining the was also a friend of Paela's but had been unable to join the group at Paela's family inn because of how far she had to travel, she was barely able to make it in time to meet up with Callbrax and the rest of the group at the docks.

A coral blight
The group set sail on board Callbrax's boat, the Diviner, for Zaldara's island, a journey that would take them 3 days. After a beautiful first day of smooth sailing along the Sword Coast, the crew and the group of adventurers suddenly found the boat unexpectedly stuck in a coral reef.  Before Callbrax and the crew had time to figure out the best plan for freeing the boat, Sagres and Ella quickly observed this was no ordinary reef - the boat was ensnared by coral blights who were climbing and boarding the boat. 

Four blights managed to make it aboard and the group quickly sprang into action to take them down. In the midst of the fighting, suddenly a tiefling bard pops out from below decks and joins the fracas fighting along side our group of adventurers. It's a lengthy fight with the blights dodging many of our adventurers attacks, but also finding themselves unable to land many blows to the adventurers. One by one the adventurers laid waste to the blights, but not before Sagres took a fairly big hit from one of the blights, nearly losing consciousness. 

With the blights dispensed with, the party claimed some coral bits for themselves and tossed the remaining carcasses overboard. As the party regrouped and enjoyed some dried fish and fruit, the tiefling bard who joined them for the fight introduced himself. Cire, an infernal tiefling bard, introduced himself as a friend of Paela's who had been resting in his bunk since the boat left the docks, sleeping off a mad hangover. 

Zaldara's Tower
Day 3 at sea came and the Diviner drew close to Zaldara's island. The group observed a noticeable shift in the air as they approached the island. The air grew colder, the birds stopped singing, the sky turned gray. Callbrax tied off the boat and it looked as though the group was about to walk straight into the side of a cliff. But Callbrax had other plans. Touching the cliff wall he muttered an incantation and the wall parted, revealing the secret entrance into Zaldara's cellar. At just that time the party heard the low, loud bleat of Remalia's horn, signifying the Harper's raid had begun upstairs and it was time for our group of adventurers to begin their mission to sneak into the cellar and find Zaldara's phylactery while she was distracted with the Harper's raid. 

"I'm staying behind to tend to the boat." Callbrax informed the group. "Be safe, but please hurry. The longer you take, the more Harpers will die in the raid and the more danger we will all be in."

The group made their way through the secret tunnel entrance to the cellar. Before them was an open space, more cave-like than cellar-like. They could hear water dripping from the stalactites and jagged rock made up most of the wall. In front of them was another cliff face and a large rock pillar, with a tunnel leading back behind the pillar and up to the top of the cliff, to their right was an ornate stone door that looked out of place in this rough cave of a room. 

Cire took the lead and made his way up the path around the rock pillar as Fitz lit the way with his dancing lights. Opening up before Cire was another cave like room, with jagged rock walls and paths twisting among the stalactites. But before Cire had a chance to explore any of those paths, he heard a dry, cracked, whisper that seemed to come from nowhere saying to him "Whether it was by mistake or by foolishness you have come too far. Your soul will be used to fuel my endlessness." Cire panicked and yelled back to the rest of the group that something was wrong in that room... which of course alerted the 4 skeletons hiding behind one of the stalactites that he was there. A battle ensued and Ella took a significant hit, but the party prevailed, with Enna raining down fire on one of the skeletons completely obliterating him. 

Weary of what may be beyond if they continued going this way, the group made their way back out to check out the stone door. Careful investigation by Sagres revealed that the door was magically trapped, but the trap could be disabled by scratching out the skull's eyes. The trap was disabled and Fitz used his mage hand to unlock the door. 

Elonast
Behind the door was Zaldara's dungeon. Five iron doors stood before the group, locked tight with only a small slot  in each of them. Fitz sent his dancing lights inside the first one and when they came back unharmed the group worked to unlock the door. When they did, they discovered a small, lonely, malnourished faerie dragon inside. The group offered the tiny dragon some rations and she told them her name was Elonast. Elonast explained that she used to serve as a familiar, but her master had become "bad" and decided she didn't want her anymore so she had been locked away in this cell for a very long time. The group and Elonast decided to make a deal to help each other - the group would help Elonast escape the dungeon and Elonast would help them find their way around and (hopefully) safely retrieve the phylactery they came for. 

B. This Week's Achievements


In keeping with the previously announced achievement system, our players began earning achievements this week. Per the rules of achievements only one player can earn each achievement in a given session (with a few special exceptions that are achievements all players earn at the same time) and a player cannot earn more than 3 achievements in one session. This week's achievements and their rewards were: 

Character Achievement Title Description / Reward
Ella A Wizard Is Never Late     Be the first person to the game (reward: inspiration)
Enna Putting the Tard in Tardy     Be the last person to the game (Reward: Title - the slow)
Fitz Putting the Tard in Tardy     Be the last person to the game (Reward: Title - the slow)
Sagres Finish Him!     Land a Killing Blow (Reward: inspiration)
Sagres Safety First     Discover or disarm a trap before anyone in the party is             trapped (Reward: inspiration)
Fitz Did You Break a Mirror?     Roll two critical fails in a row (Reward: Title - the failure     +   inspiration)
Cire Your Mother was a Hamster     Taunt an enemy (Reward: inspiration)
Sagres Thief of Fate     Be the only person to roll a 20 in a session (Reward:             Inspiration)
Everyone!   We're Gonna Need a         Bigger Boat     Survive a Sea Encounter
Everyone!   Breaker of Chains     Free a captive

Thursday, January 31, 2019

Session 1:Nothing is Certain Except Death and Tabaxi Porn



This week, our adventurers travelled to Thistletop Inn & Tavern, a cozy inn in Baldur's Gate owned by the family of Paela Thistletop, an old friend of each of our adventurers. While none of our adventurers knew one another, they all knew Paela, and Paela had requested they all meet her at her family's inn.

Meeting up at Thistletop Inn were Sagres (tiefling warlock), Kaely (lightfoot halfling ranger), Xandaros (human fighter), Enna (high elf cleric), and Fitz (human rogue), none of whom knew each other. The adventurers gathered at the back table of the inn and discussed their ties to Paela while they waited for their friend. As they were beginning to get to know one another, Paela arrived with a somber expression on her face and a sun elf named Remalia by her side.

Paela broke the terrible news to the adventurers that she, like so many others in the Forgotten Realms was suffering from something called the death curse, and she was dying. The death curse, as Paela explained to the adventurers, has stumped clerics and healers. No one can explain why it is happening or how to stop it. All anyone knows is that anyone and everyone who has ever been resurrected or brought back to life is slowly withering away and when this next death comes, there is no resurrection - it is an endless death.

Remalia relayed to the group that she was a member of a group called the Harpers, and Paela had sought her group out for help when she was struck by the curse. The Harpers have been studying the death curse and believe they may be on to something that could lead to a break through in stopping it. They believe the curse is similar to the magic a lich uses to feed souls to its phylactery. They've devised a plan to find out more by raiding the home of a well-known lich, Zaldara Cordress, known to most as the Duchess of Rot. They plan to steal her phylactery in an attempt to force the Duchess of Rot to cooperate in giving them information about the curse and the magic behind it.

Paela then tells the adventurers that's why she's asked them to come here - because she has faith that they can succeed in this mission and help save her life. The adventurers are, of course, happy to do whatever they can to save their dear friend and countless others from an endless death. The following morning the group will meet up with Callbrax, a member of the Harpers, who will sail the adventurers upon his ship, the Diviner to the Duchess of Rot's tower on an island off the coast.

Burdened with heavy news, worry for their dear friend, and a big mission ahead of them, the adventurers spend the rest of the day unwinding and exploring in Baldur's Gate, all while getting to know one another. Sagres tries relentlessly to win the affections of Paela, taking her on a date to The Cod Father, where they share a bowl of garlic clams. Xand is scammed by Harriet the fortune teller whose only fortune telling ability is to tell the past, and to do a dubious job of that. Kaely and Fitz both stock up on sweets from Arcanedy, but Fitz puts his candy to interesting use creating a feeding frenzy among the goblins of Goblins R Us. Enna and Kaely spend the evening bonding over beers and animated statues at the Shambling Statue, with Kaely partying all night once the rest of the group turned in. Fitz and Sagres quickly establish a bit of a rivalry, Sagres using his magic to make Fitz unpresentable while he talks to Paela and Fitz slipping some Tabaxi porn he bought at Filch's Pawn Shop in Sagres' bag while he hits on Paela.


Morning broke and the party was ready to set sail on their first big adventure.... which will take place when we meet again on February 11!

Tuesday, January 15, 2019

The Great Big Session 0 Megathread



Yesterday was session 0. At it, we compared epic drinking vessels and discussed all things related to this campaign. Here's a recap for anyone who missed it or can't remember what we talked about, plus a rundown of rules and stuff that we didn't delve super deep into.

Our Party So Far

j/k
Jeremy - Sagres, the Tiefling Warlock Archaeologist
Annie - Enna, the High Elf Cleric Sage
Chris - Fitz, the Human Rogue of Noble blood
Ryan - Sylwin, the Wood Elf Druid Sage
Bill - Grimblade, the Half-Elf Rogue Smuggler (subject to change)

We don't have characters for our other players yet, but last we heard we had a Dwarven Fighter from Jimmy, possibly a halfling ranger from Nora, and some sort of Paladin from Erik.

Between now and our next session players should work on finalizing their character. If you weren't present at Session 0 and haven't a clue where to start, I'm happy to help. I'd like to see your character sheets by Thursday 1/24, with at least a bit of a backstory even if you don't have it fully fleshed out.

The Campaign


We'll be running a modified published module. At this time, very little details about the module have been given out to prevent spoilers and metagaming. The adventure is designed to take you up to level 11 and we'll be starting at level 1. Our adventure will take place in Forgotten Realms in the late 1400s. We will begin our adventure in and around Baldur's Gate.

We Created A Friend



For this campaign, everyone present at session 0 worked together to create an NPC with whom each of the characters have some sort of bond. This NPC is someone very important to the player characters, someone they hold very dear. Each player needs to come up with a story of how you know our NPC, why she is important to you, and how you've stayed in contact with her. Send this to me when you send me your character sheets. Be thinking of an interesting story or anecdote you can tell about an experience your character had with our NPC.

Meet Paela Thistletop. Paela is a halfing of middle age (about 80) who leads a merchant caravan all across the Forgotten Realms. Paela is a curious halfling; exploration and seeing the world is as much a motivation for her travels as a merchant as earning coin is. Paela loves to discover new things and new people and she will tell anyone who will listen about her travels. Paela is proud of her wares, most of them being unique pieces from distant lands or hand-crafted items made by friends. Paela is warm and friendly, but she is quick witted and playful as well. It's been rumored that once Paela danced her way out of a giant cake for a friend's birthday and she's been known to jump headfirst into the rowdy sport of halfling tossing. Perhaps surprisingly for such a traveler, Paela is very community oriented. She loves to give back to the places she visits and feels a strong bond with those she's travelled with or stayed with on her journeys.

Life hasn't always been easy for Paela. A few years ago Paela was traveling with her caravan when they were attacked by a group of Yaun-ti raiders. Their wares were stolen, their carts burned, and Paela and her companions suffered gravely. Paela herself suffered worst of all, she was killed by a devastating blow from the raid leader's scimitar. Fortunately, a traveller would soon pass by and render aid to the party, taking Paela and her companions to the healers in the nearby city for aid. Paela was resurrected there and didn't take long before returning to life on the road, though she still carries the scars of that terrible attack with her.


Achievements!


We announced that in this game, we will have an achievement system. Players will have the opportunity to earn achievements that come with small rewards, like inspiration. The achievement list will be kept secret to discourage metagaming. We don't want to see you derailing the story or acting totally out of character just to collect an achievement sticker for your character sheet. For the most part, each achievement can only be earned by one person per session unless it is a specific group achievement. Each player can only earn a given achievement once.

Rules / Expectations and Other Boring Stuff


Experience & Leveling Up
  • Earning EXP - For the most part, you'll earn EXP by overcoming monsters and challenges. When I say overcome, I mean just that, overcome. It doesn't necessarily mean slay. If you're able to overcome a monster non-violently or get what you need from him by knocking him unconscious, that's good enough for EXP.
  • Level-up - We'll be leveling up through EXP and not milestones. Because our group is looking to be somewhat large at this point, the plan is to level you up at the end of the session after you've reached the requisite amount of EXP. If we don't end up with as large of a group as we thought, then we may consider doing level up during session if it makes sense to take a break (e.g. long rest, or returning to town). We will never stop to level up in the middle of an encounter. 
Player, Behavior, Game Behavior & DM Expectations
  • Alcohol / Intoxication - You're adults, do what you want. My only rule here is be responsible. Don't get drunk to the point you can't follow the game or participate. I get it, it happens sometimes unintentionally, stuff hits you harder than you expected. I'm not going to throw you out or off your character if it happens, but don't make a habit of being so wasted we can't play. Along those lines, be respectful of people's stuff, don't get "knocking stuff over drunk" and spill drinks on people's books, etc. TL;DR Feel free to drink, this is supposed to be fun, just don't be a frat bro about it. 
  • Cellphones & Player Attention - I'm not going to be one of those tyrant DM's that disallows cellphones at the table. But please, do pay attention to the game. Part of the fun of D&D is collaboration and working together. You can't really do that if you're playing candy crush every time someone else is taking a turn or talking. In addition, because we're looking at having a bigger group, combat / encounters are going to run slow already. No one wants to wait on the "oh what, is it my turn, ummm well let me figure out what I'm gonna do." If you are constantly distracted every game, this is something that will be called out. 
  •  Disruptive topics - A lot of DMs ban certain topics at the table. I don't. But just be respectful of each other.  
  • Unannounced dice rolls - Don't do this. If you want to make a roll for something, announce it. 
  • Dice rolls against one another - Just no. Never attempt to use a dice roll to settle in-character arguments. You can't roll to make another player side with you on a course of action or look the other way while you go full on murder hobo against the party's wishes. Use your roleplaying skills for this.  
  • Player Expectations, Types, Goals & Diversity - I would like to hear from each of you what your expectations and goals are. You've heard a lot from me about what I want and envision. As I've said, I envision the sessions being RP heavy and there being a lot of creativity. BUT, I need to hear from each of you in order to balance the game and make it fun for everyone. Maybe some of you just want to search for sweet loot. Maybe some of you just want to fight everything and don't care about RP. Send me a brief blurb with your character sheet. 
  • Game Balance & Fairness - My goal as the DM is not to kill you. My goal is to make this a fun experience for us all. My goal with encounters is to make them challenging enough to be fun, but not every encounter is designed to be deadly. Some of them will. And all that  said, if you are dead set on a certain path and fail to heed warnings, you could encounter some shit that will almost certainly kill you. Another thing to note, because our group is a little bigger there will be some scaling that has to be done and that may be clunky at first. We may need to make adjustments as we go. 
  • Rules Debates - I would like to keep these to a minimum. I am a lawyer all day in the real world and would rather not spend my nights doing the same thing. For the most part, when a rules issue pops up, I will make a quick ruling to keep game flow & then we can discuss and research the rule at the end of the session. If I totally screwed you, I'll make up for it. If I totally screwed the monsters or a non-essential NPC, then oh well, yolo, etc. 
  • Spotlight Sharing - Some players will naturally be more vocal and more into the RP aspect than others. That's fine. But again, be nice and respectful. Don't trample over other players' scenes / actions / RP. This kind of thing can ruin another players fun, but it is also the kind of that that a lot of player's aren't comfortable speaking up about. So try to be mindful of it and so will I. 
  • Player Absences - For the most part we'll work around these. If more than half of the core group is missing, we won't play the campaign. We can still get together for board games or a one-off session or maybe even mini painting. 
Character Creation for those who still have questions
  • Creation Stats - We're using point buy. If you just want to roll for your stats, you're welcome to. 
  • Backgrounds - Choose a background. That will determine starting gear and gold. It's also something I will try to work into story as much as possible. 
Inspiration
  • Snacks - As I mentioned when we first began, I'll provide a meal for everyone, but desserts and snacks are always welcome. Players who bring snacks to share can gain inspiration. 
  • Gaining Inspiration - You'll gain inspiration through achievements, getting rewarded for bringing goodies, and as the rules provide. You can only use one inspiration at a time. It isn't necessary to declare before your roll. I plan to have some tokens to track inspiration
Advantage, Disadvantage & Ability Checks
  • Stacking -  Advantage and disadvantage do not stack. However, they do cancel each other out. 
  • Multiple Attempts - These are allowed with a caveat. The more you repeat an action, the harder the DC becomes. At a certain point it may become impossible. Certain fails will make a repeat impossible (e.g. after so many fails at picking a lock, you may end up jamming it and breaking it or a critical fail may have this effect the first time around). 
NPCs/Creatures
  • Group Inits - Creatures won't have group init. Because our group is larger, each monster will have it's own init. 
  • Vendors - Most vendors are open to haggling. 

Recap (of a recap, yeah I did that) and Summary of Player To Do List


1. Finish up your character sheets and backstory and send them to me or post in our group (with a pic) by 1/24
2. Work up your connection and bond to Paela and send that with your character sheet
3. Write me a blurb (just a sentence or two) about your expectations for the campaign (goals, etc) and send that with your sheet
4. Next session 1/28 at 6:30p, food to be determined as we get closer.