Saturday, January 24, 2015

On the Road Again

We gathered around the table for another session. At this point, Sandi and Alek have both reached fourth level. So it's probably a good time to talk about feats.

In Fifth, Feats are optional. You can take them at levels you would normally gain a bonus to your attributes. Like in 4th, you either add +1 to two ability scores, or +2 to one. More like 3rd, however, you raise ability scores at 4th, 8th, 12th, 16th, and 19th level. However, in 5th edition, your scores are capped at 20. In the theoretical world where Alek makes it all the way to 20th, the plan is to raise Wisdom by 2 at 4th and 8th, raise Strength and Dexterity by 1 at 12th, then raise Strength by 2 at 16th and 19th.

You can forego an increase to your ability scores, however, to take a feat. In the book, they are listed as an optional rule. Since the rules for Adventurer's League are mute on them, D.J. opted to allow them. This is a decision he should have made earlier, since it affects how a human character is built. Since I did not feel like rebuilding Alek, I opted not to use feats.

Sandi has chosen a Feat called Sharpshooter. It provides a rather hefty list of benefits. First, he no longer has disadvantage on ranged attack rolls at long range. Second, he ignores half cover and three quarters cover on ranged attacks. And last, but not least, he can choose to take a -5 on his attack roll in exchange for +10 to damage. While many feats also increase an ability score by +1, Sharpshooter does not.

Joseph is planning on taking a Feat for Thok at 4th level, as is Sean for Corrin. Sandi has had the Feat for a few sessions now, and it has drastically altered his play. Since he ignores cover and long range penalties, there is almost no need for him to reposition in a battle. While I can't really say whether or not this counts as broken, I can say that it changes the dynamic.

D.J. started us off by giving us a hand out with a list of the other NPCs in the wagons with us and gave us a side quest to learn about the NPCs we would be travelling with. As this will be a 60 day journey, the distraction will be welcome, and it will give us some opportunity to some role-playing and creativity.

We then met with the merchants to discuss the planned travel route: along the Coast Way through the Fields of the Dead and the Trollclaws and over the Winding Water to the ruins of Dragonspear Castle, where the Coast Way meets the Trade Way. Then we would follow the Trade Way past the Troll Hills and  Trollbark and Misty Forests to Daggerford. Then, after Daggerford, up to the Dessarin River and on to Waterdeep.

While Corrin was on his way to meet back up with us, he encountered a wandering old herbalist who sold him "healing potions" for a deep discount. The seller claimed they were all natural. But whether or not the work as advertised has yet to be seen.

The first day was uneventful, but that night a group of "adventurers" wandered  into camp and put on a theatrical display. This ended with Alek had Thok being fired. Thinking something was amiss, I questioned these "adventurers," and found that they were taking credit for our triumphs back at Greenest. Worse, they were not very good liars and had done no research. I took this evidence back to the merchant that hired us, Edheiri, but failed to convince her. I ended up biding my time until the "adventurers" revealed their true colors. I didn't have to wait to long.

In the mean times, Thok befriended the merchant in another wagon, a seller of wine and beer named Beyd. Thok decided to help Beyd ply his wares among the other members of the wagon train.

By day 4, we had reached the Fields of the Dead, and Sandi warned people that it wasn't safe to light fires at night.

On day 5, we came across an overturned freight wagon. The wagon was on fire and surrounded by hobgoblins. This was our big fight for the session.

At this point, those "adventurers," which turned out to be a troupe of actors, turned tail and ran. Edheiri ended up needing our services again. Ever the negotiator, Alek got his job back, with pay missed, a 20% raise, Thok's job back, and a position for Corrin. But not for Sandi (sorry, Sandi).

The hobgoblins ended up being among the first hard targets we've encountered, with the troops having ACs of 18 (using chain mail and shields), and the captain having a 17 (wearing half plate and with a bonus to AC from Dex). The Captain used an ability called Leadership that allowed its troops to add d4s to their attack rolls and saving throws. While an effective booster, it wasn't nearly as effective as Pack Tactics. My current thought on Pack Tactic, when I run a game, it to errata it to only apply to melee attacks. Aside from kobolds, most other monsters that have it only have melee attacks anyway, and I think it holds better with the spirit of the feature.

Once we had cleared the hobgoblins, it was time to end the session. Next time, we'll meet the unlucky travelers that had been hiding under that wagon.

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