Thursday, January 29, 2015

More Role-Playing!

We had some pleasant surprises at the start of the game, Reese was able to return with Lokeo. And Sean had gone through and rebuilt Corrin. Now, instead of being tall for a halfling, he's short for a human. Also, he's Feat human, so he took a couple of feats: Alertness and Dual Wielding. He also changed his archetype to Assassin. Plus, Arannis reached third level, and Ethan chose some new Sorcerer features for him: Metamagic, which uses his Sorcery Points. He chose Twinned Spell, which also a single target spell to affect another target, and Careful Spell, which allows some targets in a spell's area to automatically make a saving throw against its effects. Ethan also settled on Arannis's sorcerous origin: Draconic Bloodline, specifically red dragon.

We picked up where we left off, with the merchants trapped under the over-turned burning wagon. The owner asked us to save his wares from the fire: fine wooden carvings from the elves of Cormyr. Everyone but Corrin and Arannis opted to take chance to rescue items from the fire. This was resolved through Constitution saves. Success meant taking reduced fire damage and saving 20% of the merchant's wares. Everyone but Thok and Alek, the ones with two best Constitution scores, failed.

Then we met the merchants: a moon elf named Noohar Serelim, his deaf and mute brother, Selvek, his teamster Werond Torohar, and their guards Victor and Hugo, aspiring novelists. Later, as we were making our "Getting to know you" rolls, I noticed that Wagon #2 already had a teamster named Werond Torohar. DJ retconned the new comer to be Enom Tobun, a lightfoot halfling male. Despite having ample horses and wagon space, the middle wagons, largely controlled by the dragon cultists, refused to let the newcomers have room. Fortunately, Censura was able to get Oyn to agree to allow them to stow their cargo on his wagon. They stacked it near a large collection of exotic birds that Oyn was hauling. Thok also offered them the use of his horse. Lokeo tried to get payment for a similar service, but his bargaining only scored him a somewhat scorched carving. Censura ended up taking the offer instead.

This concluded with Arannis being offered a job as a night guard to allow for his sunlight sensitivity. Then Edhelri and Oyn, ther merchants that had hired the party, encouraged us to to not skimp on our resources during battles. Edhelri even added the slightly meta comment of "This is not a game!" The remainder of the first Tenday was uneventful, and we took our first round of "getting to know you" with our fellow travelers. We learned more about Edhelri, Oyn, Werond, a traveller named Green Imsa (a human female who is completely green), and Selvek. We learned that Edhelri is hauling exotic wood from the jungles of Chult to be sold in Waterdeep. Oyn likes to have arguing partners, and ended up with Censura as his newest one. Werond is quiet, but very skilled with handling animals. We learned that Imsa was travelling to Waterdeep to ask the wizards there for a cure. And Selvek collects butterflies.

This post is beginning to run a little long. We'll find out what happened over the course of the next Tenday when I return.

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