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Session #03 - 02/23/2016 - Where the Red Larch Grows (Read 2957 times)
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Session #03 - 02/23/2016 - Where the Red Larch Grows
Feb 19th, 2016 at 8:25am
 
Our next session will be Tuesday, February 23rd at 7:00pm EST.  This session should present a good mix of combat and roleplaying as the party reaches Red Larch and begins investigating the strange occurrences in the Dessarin Valley.

I look forward to playing with you all!


-b0b
(...and the Hunt for Red Larchtober.)
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Re: Session #03 - 02/23/2016 - Where the Red Larch Grows
Reply #1 - Feb 24th, 2016 at 4:30pm
 
We had our third session last night, tidily wrapping up the introductory encounters I created to get everyone comfortable with D&D 5E and Fantasy Grounds.  I hope you guys had as much fun as I did!

The night started with the party inside the abandoned temple they had discovered in session 2.  At the end of that session, the party had barricaded themselves and their dwarven caravan companions in an area of the temple they had cleared, thus waiting out the nasty storm that was raging outside.  This also gave them an opportunity for a long rest, allowing wounds to heal and spells to be replenished.  After tearing down the barricades and escorting their dwarven friends back to the caravan, the party proceeded to clear the rest of the dungeon. 

The caravan was then back on the road, resuming their week-long journey toward the city of Red Larch.  Just as the party was nearing Red Larch, they were stopped by a very official-looking man on horseback.  He showed them a fancy badge that declared him to be a member of the Dessarin Valley Authority (an organization run by the local duke) and demanded payment of 5 GP per wagon (25 GP total) to continue forward.  The party ended up coughing up the money.  Little did they know this man was a scam artist that was merely sizing up the caravan's size, wealth, and security.

An hour down the road, the party was taken by surprise when three bandits (including their leader, the man from earlier) ambushed them.  Using a hidden rope, the bandits were able to clothesline the horses pulling the lead wagon.  The bandits then jumped out from behind rocky outcroppings and began attacking the party.

The party fought valiantly, killing two of the bandits and taking their leader prisoner.  During the battle, Temmie (Meredith's character) ended up inadvertently setting one of the dying horses on fire and Exees (Pat's character) got knocked out by the bandit captain.  In a moment of sweet, sweet revenge, Exees decided to string up the dead bandits as a warning to others, hanging a sign from them with the words "The Price of Thieving".

The party earned 1000 XP, or 200 XP per character.  The characters that were present for both sessions 2 and 3 earned enough cumulative XP to hit level 2, and thus should be substantially more badass for our next session on Tuesday, March 8th!


-b0b
(...had a great time!)
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Re: Session #03 - 02/23/2016 - Where the Red Larch Grows
Reply #2 - Feb 24th, 2016 at 7:49pm
 
Much fun!

I think I upgraded my character appropriately.

I choose two-handed fighting but could only drag in fighting style and not the actual two-handed fighting so not sure the modifier works appropriately.

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In the land of the blind, the one eyed man is king. - Max Payne
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Re: Session #03 - 02/23/2016 - Where the Red Larch Grows
Reply #3 - Feb 25th, 2016 at 9:58am
 
I took a look at Exees and it doesn't look like the second level got calculated correctly.  I manually changed your level back to 1, then dragged the Ranger class back onto your character sheet to get the second level to recalculate.  It looks like it stuck this time.

Your character gained 7 HP (average of 6 on a d10 plus 1 for your constitution bonus) for a total of 18 HP.  If you'd rather gamble and roll a d10 instead of taking the average, let me know.  Regardless, you now have two hit dice to use for recovering HP during a short rest.

I've updated your "Dagger (Off Hand)" action to include your +4 dex bonus to damage as a result of your two-weapon fighting style.

It looks like you've chosen your two spells, and I'm sure they'll come in handy.  You might want to take a healing spell (e.g Cure Wounds) when you have an opportunity.


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(...noice!)
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