Scales of War 2 & 3 – My god, she’s actually writing!

So, yeah… sorry for the delays everybody. As Graham mentioned earlier, real life kinda got away from us for a while. Therefore the goal here is to get caught up before I run yet another session tomorrow.

Session 2 – Getting to the Dungeon

Present: everyone

This session started after the fight with the ogre. The characters got a chance to rest and the next day were invited to speak to a town councilman, Eoffram Troyas. He introduced himself and told the five of them that he summoned the “four of them” (with a look of disgust at the Gully Dwarf :p ) to ask them a favour. It turned out that during the raid, several townspeople were kidnapped and several of the town’s treasures were stolen (nothing of any monetary value – they were trophies of the Red Hand’s defeat ten years ago and therefore important to both the town and the raiders).

Naturally, the party accepted the quest after promise of a suitable reward, and are told that there is a hobgoblin being held captive in the town square. After cajoling and intimidating the prisoner (aka a skill challenge), he tells them that their leader, Sinruth, wants to raise an army and take some lands for his own, the prisoners were taken to give to the undead that guard part of the goblins’ lair, the location of the lair (Rivenroar Castle), and that Sinruth didn’t say anything to the others about taking the treasures. History checks also revealed that the raiders have no real connection to the old Red Hand (the fact that they were displaying the Red Hand symbol upside-down was a big hint) 🙂

Another skill challenge to travel through the wilderness and a fight with a nest of kruthiks later, the PCs reached the castle. Upon entering, they were faced by two hobgoblin soldiers and two goblin sharpshooters. One of sharpshooters opened the door he was standing beside, which set off the other feature in the room: two braziers on either side of the room started to move (ka-chunk), and every turn would shoot a gout of flame from one to the other. As the players fought, they tried out some of the powers that would force movement to try to place the goblins in the flames’ path. After the battle was over, we left off with a choice of three directions to travel further into the dungeon…

Session 3 – In Which Things Get Deadly


  • Seisha, Teifling Warlord
  • Ralia, Elf Druid
  • Rouge, Half-Elf Rogue
  • Gah, Gully Dwarf Paladin

The players decide, as is traditional with our group, to go left (I may have started it, I’m left-handed 8) ). This brings them to the living quarters of some hobgoblins. Now here’s where things got a little hairy. The hobgoblins in the room were dealt with easily enough… but from the hallway to the north start flying crossbow bolts. More sharpshooters.

As a quick aside, by this point Graham had decided that Gah’s sense of self-preservation would be taking a backseat. He figured that Gah wasn’t likely to survive (he had started the session with no healing surges), had a new character in the wings, and decided to hasten the process a little. :blink:

So what does he do? Runs at them hammer and rat-flail a-blazin’, just barely noticing the pit in front of them on time. There were two ways to get over it: an Athletics check to jump, or an Acrobatics check to swing over on a rope hanging into it. Gah’s chances at either were exactly the same, so he picked one and went for it. He failed. He fell. He landed in front of two rage drakes in a new room. He was dropped to below zero HP and started failing death saves.

Then the rogue tried to jump. Aaaaand fails his skill check. And falls right on top of the unconscious dwarf, killing him instantly. And is facing two rage drakes, alone. One swats him, and he falls unconscious. Yeek! Fortunately, the Warlord is now near enough to heal him, and he manages to climb up the rope fast enough to escape.

The battle finally ends, and the group decides it’s time to rest. They hike back out to the forest and meet a rather flamboyantly-dressed metal man with a big freaking sword. In an outrageous french accent he addresses them: “I see you are in need of a fighter”… and so Porth-OS, the Warforged Swordmage who thinks he’s the greatest duelist in the world, joins the party.

They head back into the dungeon, and return to the last room. They go left (again) and enter an empty room with a big flickering image of a castle in front of the north wall. Porth-OS, who’s self-preservation instincts are apparently about as good as Gah’s, walks right up to it and spends a minute studying it, at which point an ochre jelly slithers out. They fight it and two specters who float out a couple of rounds later. This proves to be another tough battle, and the party ends up feeling like they need to rest again, so back to the woods they go. Hmm.

That ends this session, and I’m worried. Graham reminds me that he, at least, is likely to die a whole lot because of his rather reckless style of play, and that character gen is one of his favourite parts of playing. Whether one is the result of the other is up to him to say. He also notes that the cleric was absent, and the two tactical players, the Warlord and the Defender, were distracted by homework.

Thus reassured, I’m ready to tackle the next session… but that write-up will have to wait since its 4:00am and I have a game to run tomorrow. :sleep:


Rauthik  on December 1st, 2008

It’s good to see that my players aren’t the only ones with zero survival instinct. It has to be something about being an adventurer…. they walk in to dungeons and then after fighting scores of nasty creatures and then, when they come across a room that is empty except for some weird glowing object in the middle and dozens of corpses surrounding it… they’ll touch the thing. Any logical/sane person would just leave and close the door behind them.
A perfect example is in a recent session where we (yes I was a player for this act of stupidity) came across a door covered in mold with the words “Keep Out, Really!” scratched in the fungus. Of course we laughed and entered…. and had one of the toughest battles so far in 4e and had one character death (with two others barely surviving) out of 6 PCs.

Jay  on December 3rd, 2008

Being out a healer can for sure be deadly. We had our first death during such a session. My Paladin/Warlord *though* he had healing handled, but tell that to our dead wizard’s family. Of course, some games our healer spends more time healing themselves than anyone else…


Christine  on December 6th, 2008

Heh, Rauthik your story reminded me of one of our group’s from before I started gaming. Apparently, the rogue walked up to a door while scouting ahead and touched it. The encounter went something like this:

DM: OK, roll a fort save
PC: Ah shit *rolls a 23* HaHA!
DM: *starts gathering d6s*
PC: But I made the save!
DM: I know.
PC: Ouch

When the rest of the party was with him:

PC: OK guys, this door is trapped, see? *touches door… again* :blink:
DM: OK… roll a fort save
PC: But I thought I had discharged it the first time!
Other players: Then why did you touch it to show us it was a trap?
PC: *makes his second save*
DM: *starts re-gathering the d6s* 😀

He barely survived (It was a finger of death spell btw). Yeah, players can be dopey.

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