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Showing posts with label Cormyr Campaign. Show all posts
Showing posts with label Cormyr Campaign. Show all posts

Tuesday, December 20, 2011

Cormyr Campaign Update or When Actions Have Consequences

So, when you're running a sandbox style game as opposed to a railroad adventure, one of the big things that sets it apart is the fact that your PC's actions will have consequences.  This is all too often forgotten in the sandbox game.  Because unlike a railroad adventure where the PCs will always pop into the room with the evil mage right smack in the middle of sacrificing the virgin, the sandbox is a different animal altogether.  In the sandbox, you have a world, full of NPCs and villains and what all and they all have their own plots, schemes and motivations, and shit is happening in the background.  Sometimes it's major world changing shit, and sometimes it's not so grand, but the point is, when your PCs act, or DON'T act, their should be consequences and those consequences should affect them.
 
If you have been following my Cormyr Campaign series of blog posts, you probably recall that in the first session, the party had an opportunity to find a pretty powerful artifact (although they didn't know it at the time, of course.)  Unfortunately for them, they botched this effort and were sent on a wild goose chase through the Stonelands outside of Tilverton.  In the time it took them to make their way back into the city (after discovering that their original retainer was basically a bad guy) a lot of shit went down. 
 
So, in sum, they made their way through the goblin smuggling tunnels from the Stonelands back to the sewers of Tilverton.  Cleverly disguised as bandits with a passphrase to get into the thieves guild controlled sewer system which they retained from a bandit encounter, they were ready to get back into the fray and find this thing before it fell into the wrong hands.  They were too late.  Instead of tracking down this thing (which they learned a little about while in the Stonelands), they were greeted by undead...who were multiplying rapidly.
 
After an encounter with a Purple Dragon patrol in the sewers, they discovered several things had happened in their absence.  First, all of the priests from the friendly temples in Tilverton had been murdered almost simultaneously.  The undead had begun ravaging the sewers and some were making their way to the city streets as well.  The Purple Dragons had uncovered that the ancient crypts, sealed up long ago, had been breached from the inside.  Something blew the seal open, and it was believed the source of this chaos, whatever it was, was stemming from somewhere within the crypt.
 
So, this now leaderless Purple Dragon patrol (their sergeant killed earlier by said undead) were commanded by one of the PC's (a hedge knight in Cormyr) to accompany the party into these crypts to investigate.  Along the way, the party discovered a secret temple devoted to Myrkul within the crypts with lots of evil necromancer types, a few undead, and a group of stone guardian golems (which almost resulted in a TPK.)  As the session ended, they were spending time resting and recouping in the crypts attempting to gain some strength (and lost hit points) before pressing forward.  Their resources nearly depleted (most spells cast, hit points low, etc.), they now face the dilemma of spending valuable time restoring resources or pressing forward.  They choose to restore their resources.  Again, this action has consequences.  One they'll discover in the next session in the form of a 7 hit dice abomination summoned from the Abyss.  
 
Shit has hit the fan in Tilverton, and the more the PCs delay, the closer they come to losing the city.  Because their actions have consequences. 

Wednesday, August 10, 2011

There's a Munchkin at my Table

I've been playing D&D off and on with the same group of people for about 20 years now.  Very rarely do we all get together at once to play, but more or less, we all know each others' playing styles.  We've had new people drop in and out of campaigns here and there over the years, but the core of the group has remained the same.  When I first brought up the idea of this new campaign, one of my friends wanted to invite a mutual friend of ours who was relatively new to D&D to the campaign.  I know this guy, and he's a good person and not a weirdo, so I agreed without really knowing his play style.  In the first session, he was fairly quiet.  Mostly observing, but putting in his thoughts here and there on things that came up.  The second session was a bit different, and it wasn't long before I realized, yes, despite my best efforts, my campaign has been invaded by a munchkin.
 
My first warning sign should have been the fact that his character's stats were ridiculous.  Our mutual friend assured me that he rolled these stats legitimately using the 4d6 drop the lowest method (which is the standard method we use in the game.)  This mutual friend is not a munchkin player, and in fact has a lot of GM time under his own belt, although he tends to run very story based campaigns where the PCs are chess pieces in his D&D "novel," but I digress.  My gut told me I should have simply made him roll a new character in front of me, but in an effort to speed things up so we could all start the campaign, I simply let it go.  Of course, being the DM I am, I really didn't care about stats, and I still don't truly.  High stats may help in certain situations in my campaign, but outsmarting the bad guy is what ensures survivability.  After spending two sessions now with this player, and talking to him on the side about the game, it has become quite obvious that he is simply consumed with powering up his character and to hell with the consequences.  So, now I face a dilemma I haven't dealt with in many years, but in the immortal words of Ivan Drago, I will break him.
 
His first near death experience came without him even realizing it, which is disappointing to me as a DM dealing with this type of player.  If you've read the session two summary, you probably already know that the party had to gain access to a tunnel system outside of the city which connects to the sewers.  This tunnel system was blocked by a portcullis and guarded by a blind man.  Life-sized stone statues stood in the antechamber leading into this hall as well.  There was enough for them, as players, to put two and two together and realize that if this meek looking blind man can somehow control the entry point to a major black market trade route, he must have some power behind him.  The munchkin didn't realize this.  Fortunately for him, the others quickly reigned him in.  He was distraut over the required payment of 200 gold pieces, especially considering they had just looted a bandit camp and managed to pick up about 240 gold.  His immediate reaction at the table was "kill the blind man and open the portcullis."  After all, his character has an 18 exceptional STR.  He could smite this blind dude with his hammer in one round and raise the portcullis with a little help probably.  What he didn't realize is the entry point is protected by a medusa who uses her blind slave to take money to enter, and the portcullis is enchanted with lightning which means any character touching it will sustain 3d6 damage.  Had the others not intervened, we would have experienced a very quick and sudden character death.  For their own sake, however, they decided to just pay the blind guardian, and get the hell into the tunnels.
 
Throughout the session there were several facepalm and eye roll moments from my other players in regards to this munchkin's actions, which left me smirking at times.  They know the deal, and a wrong move, or a foolish mistake can result in a death quickly.  I have made this point clear to them at the start of the campaign, so they tread even more carefully...except our munchkin of course.  So, now that it has become painfully obvious how this player intends to run his character, I've got a few tricks up my sleeve for him.  First of all, he is running a cleric/fighter Dwarf, and he is foregoing any attempt at roleplaying the priestly aspect of his class.  For him, priest spells are useful for healing and casting Bless for the party when he's not smashing things with his maul.  In fact, after capturing a bandit to interrogate, he stood by and essentially allowed the bandit to be tortured and even joined in himself.  I warned him, this continued behavior could result in an alignment change, but I did not warn him of the fact that such behavior from a cleric, without seeking penance, will result in him calling for a priest spell when needed the most, and not receiving the spell from his god.  No, I think it better for him to discover this on his own through his gameplay.
 
I am still toying with the idea of a new mini-dungeon for the next session, only rather than a labyrinth crawling with monsters and undead, it will be a tomb of horrors style puzzle/trap maze where a wrong move can easily result in character death.  My only concern with such a dungeon is the fact that I have to expose the other good players to this exercise simply in order to teach a lesson to a munchkin.  If they're smart, they'll simply let him take the lead, as he will assuredly do, and let Darwin take over.  I could easily invoke some method to kill him as a DM and be done with it, but it goes against my code as a DM to simply use my "DM hand of God" to kill a character.  I want to present the challenge, and allow the character to make a choice, and let the consequences of the choice take over.  That's how it should be done in fairness, and I'm a fair DM.
 
Now that I know what I'm dealing with in regards to this player, I doubt it will take long before he realizes munchkinism does not work at my table.  That is my hope anyway. 

Tuesday, August 9, 2011

Cormyr Campaign: Session 2

Cast of Characters:
 
Sir Bryndan Lowman of White Forks - Human, Fighter, 1st level.  A hedge knight from the nation of Cormyr.  His family squandered away all of his lands and holdings so all he has left is his title.
Kylar - Elf, Ranger, 1st level
Clangar - Dwarf, Fighter/Cleric, 1st level
Sylana - Human, female, Bard, 1st level
Cory - Elf, Cleric/Mage, 1st level
 
This session picked up right where the first left off.  The party just managed to dispatch a group of goblins in the stonelands who attempted to ambush them on a small trail.  It was late afternoon on Mirtul 8th, and the party decided to set camp there at the ambush point.  Myst and Maverick decided to head back to Tilverton to do some information gathering (there players were not present due to real life stuff.)  At this point, the party consisted of Sir Bryndan, Kylar, Clangar, and Sylana.
 
During the night, Clangar was on watch and heard the sound of a screaming girl off in the distance.  He woke the party up, and Kylar set out to investigate while the others prepared their gear.  About 200 yards away from the camp, Kylar caught glimpse of 4 human bandits on horseback pursuing a girl in tattered rags.  He engaged the riders and within a few rounds was soon met with the rest of the party.  The non-humans used the pitch black darkness to their advantage against the human bandits taking them out from a distance, while Sylana moved up to aid the girl.  After dispatching the riders, the girl revealed that she had been a slave taken captive by the Red Hand bandits, but had managed to escape.  The bandits managed to track her down finally and were about to capture her to return her to their camp when the party came along.  She mentioned that there were several other slaves at the bandit camp including her 8 year old brother.  After some questioning, specifically if she knew of the tunnel location into the Tilverton sewer network from the Stonelands, they agreed to aid her.
 
Kylar set out that night to locate and scout the bandit camp while the rest of the party remained behind to question one of the bandits they'd taken captive during the encounter.  Kylar found the camp, which sat in a circular depression about 10 feet deep.  After taking out a couple of the camp guards, and nearly losing his life in the process, the bandits were alerted to his presence.  Kylar used his infravision as a tactic against the human's inability to see in the dark, jumping from boulder to boulder hiding (these large mishapen boulders are scattered throughout the Stonelands) and attempting to make a tactical retreat.  Eventually he heard the party coming behind him and pointed them in the direction of the camp.
 
Bryndan charged in with his horse, while Kylar moved back to the lip of the depression.  He was able to identify one of the bandits who seemed to be ordering the others around during the chaos.  He took a shot at the leader from his vantage point, taking him out with a massive arrow strike.  The bandits were thrown into chaos.  Sylana moved along the edge of the camp, with the slave girl in tow.  Clangar moved into the camp on foot behind Bryndan.  
 
As the party moved in to attack, the noticed a large ogre cresting the far side of the depression.  He charged in on Bryndan and Clangar came to aid.  The two fought the ogre for most of the battle, while the bandits surrounded them attacking as well.  Kylar dispatched several bandits and identified a mage within the camp standing behind a tent.  He moved along the outer edge of the depression until he got line of sight with the mage, who was unaware of his presence.  Finally the mage saw Kylar coming along, and cast a grease spell in the area.  Oddly enough the ogre disappeared in thin air.  Kylar took a shot and managed to kill the mage.  Sylana moved in behind near the mage and was attacked by a bandit, who dispatched her.  After the battle she was revived by Clangar.
 
The remaining bandits were easily taken out, while Clangar decided to keep one alive for questioning.  After defeating the bandits, the party released the captives and the slave girl was reunited with her brother.  Among the captives was an elf who identified himself as Cory.  The party measured him up figuring him to be a magic user of some sort, and after a bit, asked if he'd be willing to join them to which he agreed.  The party spent the rest of the night looting the bandits and seeing that the slaves were given food and comfort. 
 
Clangar searched the bandit leader's tent and discovered the journal of a now deceased cleric of Lathander from Tilverton.  In the last journal entry, the cleric had fallen victim to a mortal wound from a gnoll's spear.  In the entry he identified that he and his adventuring party had been in the Stonelands on a mission of great urgency.  They were seeking out a horn, being carried under the guise of a merchant caravan with the standard of a red sun emblazoned on the side of the crates.  The cleric mentioned that the horn was bound for Tilverton to be delivered to a death cult devoted to the dead god, Myrkul.  The horn would give the cult the power to raise the dead, which the cult intended to use to raze the city.
 
The party put things together realizing that the man who hired them was the merchant in question, which explained his urgent desire to retrieve his wares (since they contained this horn.)  The party knew from the previous session, that the last known location of the crate was Tilverton, and in fact were searching for a way into the sewers from the Stonelands to intercept it on its way out.  They questioned one of the bandits and decided it best to take him with them at first light, as he knew the location of the sewer tunnel entrance from the Stonelands.  He warned them they'd need gold to get in because "Lady Alundra controlled the entry point."
 
The next morning at first light, the party prepared a cart for the now freed slaves, and gave them supplies including the bandit weapons.  Bryndan instructed them to head for Griffon's Hill where they could gain aid from a knight he knew there.  The party set off from the camp, with the captured bandit in tow, on horseback headed to the tunnel.  After a few hours of travel, they found the tunnel entrance.  Upon entering they noticed a large chamber with two life-sized stone statues, one of a paladin in full livery with his sword coming down to strike, and the other depicting a mage in the midst of casting a spell of some sort.  They approached carefully, and entered a more narrow tunnel where they saw a closed portculis sealing the tunnel, and a door in the wall to the tunnel.  They knocked on the door and were greeted by a blind man.  After some rather poor haggling, the blind man agreed to let them pass in exchange for 200 gold pieces.  Clangar advocated smashing the man's head in and prying the portcilus loose, but the party managed to calm him.  They paid the blind man the coin, and he raised the portculis to allow the party to pass.
 
Thus the session ended.
 
 
Reflections on the Second Session:
 
One of my players decided to make a new character entirely.  His other character had been captured by the Rogues of Tilverton in the first session, and although we managed to play out his escape, we thought it best to start him with another character.  There were several reasons for this, not the least of which being mounting frustration at the table from the other players with this particular player's style, which is to often split from the party and do his own thing.  In an effort to keep everyone's minds on the game and adventure itself, I thought it best if he just create a new character.  So Solaris has gone on to be NPC material while Cory the elven cleric/mage enters the picture.  After having to sit out most of the first session and most of this one even, due to being captured, I think the player got the message that his actions can have consequences as a player, and he might not get to enjoy the fun by splitting off on his own.
 
I introduced the players to the d30 rule, that being once per session they can opt to roll the d30 for any game activity not counting character creation/leveling.  Kylar's player cleverly looked for the bandit camp leader, and hit him with an arrow, to which he picked up the d30 to roll for damage, knocking him for 24 points.  That's 3 times as much as a normal arrow will produce.  It was quite epic.  The mage used an Improved Phantasmal Force to produce an ogre to distract the party while the bandits attacked.  None of the party members managed to realize this, even after Clangar rolled a d30 for damage against the ogre, which would have effectively killed the real thing, they never thought to disbelieve the illusion.  The mage spent most of the battle behind cover to maintain concentration on the illusion.
 
Overall, I thought the session went very well.  The players were engaged throughout, and anxious to keep playing.  They never broke their focus on the game at all, which was quite surprising for this group.  There were some close calls, but I was particularly impressed with the way they handled the bandit camp.  Kylar's player did exceptionally well, and was rewarded as such with some additional xp.  Now, the party is entering the long winding tunnel system leading into the sewers of Tilverton, and who knows what nasties they'll find in there...but they'll know soon enough.

Wednesday, July 20, 2011

Magical Item: The Horn of Souls

If you've been following my table top Cormyr Campaign, you're probably aware of the fact that the party is now in search of a supposed merchant's stolen wares.  The "merchant" is paying the party 1,000 gold to return his goods, which were stolen by the Rogues of Tilverton.  Within his wares, lies a piece of an artifact with great power.  It is for this reason the "merchant" has hired the PC's to find and retrieve his "wares."  Here's a rundown of what this powerful item actually is.

The Horn of Souls


The horn of souls is a black curved horn about 7 inches in length.  Within it rests part of the essence of Myrkul, the former God of the Dead.  It is one of four horns which, when combined with the silver Circlet of Shadow, makes up the Crown of Horns, an artifact of devastating power.


At first glance, the Horn of Souls looks to be some form of semi-precious element like obsidian, but in truth, the horn is not of the prime material plane.  It is the horn of a demon.  While the power of the Horn of Souls is great, it comes with a serious price to its user.


Powers: Speak with Dead, as the spell, once per day.  If used as a weapon, it deals 1d4+1 damage, which is transferred to the weilder.  If used in this manner against undead creatures, however, it will restore hit points equal to the damage rolled to the creature.  It is treated as a magical +1 weapon if used in combat.  If wielded by a priest of Myrkul it grants the cleric, as well as all clerics of the dead god within a 50' radius, the ability to cast spells.

Once any of the horn's abilities have been used, it is forever bound to the wielder.  It thirts for the souls of the living, and each day the weilder must somehow use it in this fashion or he/she will be plagued with nightmares resulting in -1 to all attack rolls and saving throws.  In addition, each day the wielder does not use the horn to restore life force, he/she loses 1 point of Constitution, which is cumulative.  Constitution loss is not permanent, and will be replaced only by using the horn as a weapon.  In addition to draining life force, it will restore the same amount of Constitution lost as damage rolled.  If the wielder's Constitution becomes 0, however, he/she will be turned into a wight.


There is no way to destroy the item through non-magical means.  It must either be destroyed using a Wish, or thrown back into the negative material plane.


An Identify spell will only reveal this as a +1 magical weapon.

Monday, July 18, 2011

Hex Map of The Stonelands

Click image to enlarge


Above is my hexographed version of The Stonelands area of Cormyr for my current Cormyr campaign.  I used the free hex mapper at http://hexographer.com and imported a map I got from Candlekeep of the area to trace over.  Each hex = 6 miles.  The red trail there is a tunnel leading into the Tilverton sewer system from the Stonelands area, which is what my players are currently looking for right now in the game.  I plotted this map out because I imagine they'll be spending a great deal of time in this area over the next few sessions.  Currently I'm working on keying up the important areas on the map.  Although I've played with hexographer here and there, this was the first time I've ever used it to trace a map.  Hexographer is a great tool, although a bit cumbersome to use until you get used to it.  I'm not telling most of you anything new, most likely, as many of you are already very familiar with the program.  I mainly wanted a hex version of this map so I could key up interesting points and keep track of their progress through the area.  There's nothing quite like some good old wilderness hex crawling.

Saturday, July 16, 2011

Making Zero Level Villains that Can Terrorize the Party

I posted a campaign summary of the first session of my Cormyr campaign a week ago or so. If you read that post, you are probably already somewhat familiar with Lasander Highmoon, the NPC that hired the party to retrieve his supposed "stolen merchant wares" from the Rogues of Tilverton. Highmoon introduced himself to the party as a merchant from Arabel and proprietor of the Red Sun Trading Coster.

Some simple investigating from the party would have revealed much about Highmoon, had they not been so impulsive (or greedy.) For one, Highmoon seemed to know a lot about Tilverton, and more importantly the thieves guild therein. He knew a lot about the intricate sewer network the rogues use to smuggle goods, the black market in the sewers, and he even knew where his goods were being kept and the main access points to get into the place. In other words, he knew a hell of a lot more about this city than any simple merchant from another city should know.

The PC's never bothered to talk to any other locals about Highmoon. They never asked any questions of the man. Some of the locals likely would have pointed out that Highmoon is, in fact, a local of Tilverton. They also never checked into this supposed merchant company he owns. A quick public record search would have revealed there is no merchant company called "Red Sun Trading Coster" in Cormyr.

The PC's were rather curious at the large sum of money they were to receive for retrieving the goods (1,000 gp), but their lust for money overcame their sense of curiosity, and thus they attempted to raid the warehouse that very night, which was a botched effort entirely.

So, who is Lasander Highmoon really? He is a pawn himself, but a smart one. He serves a death cult devoted to the dead god Myrkul, who operates out of the sealed off crypts underneath the city of Tilverton. What exactly is in those crates that were stolen? A piece of an ancient evil artifact called the Crown of Horns, which contains the essence of Myrkul within. I'll go into more detail about this item in a later post.

Highmoon is a zero level NPC, and one whom will likely be a focus of the party's attention when they finally figure out what he's up to (if they do find out anyway.)
As I know they'll meta-game the hell out of this guy once they figure some things out, I imagine they'll likely be terrified to confront him for fear that he is some evil high level cleric capable of obliterating them at lower levels. He, of course, could do no such thing, and were the party to search him out and manage to confront him, they'd slay him rather easily, but they won't do that...not for a while at least because they will dwell in terror of this NPC.

A zero level NPC, with the proper backing and means, can become a true horror in the eyes of your players, and especially when they don't know that he's just a common man. Villains in the campaign are supposed to be crafty and cunning, and they don't have to be of a high level to terrorize your party. With the proper motivation and means, even a common man can be a threat to a group of adventurers.

Wednesday, July 6, 2011

Cormyr Campaign: Session 1

As I have mentioned in previous posts, this past Friday I finally got the chance to sit around the table to play some AD&D with my old gaming buddies for the first time in many years.  We ran 2e, but more or less I run a hybrid of 1e and 2e.  The campaign is set in the Forgotten Realms in the northeastern part of Cormyr in a city called Tilverton.  I chose this spot because it sits along the border of the kingdom and for all intents and purposes is still very much a frontier town in an otherwise stable kingdom.
 
Some Realms purists may note I took a bit of liberty with the NPCs and factions here in order to make things more intriguing for my players.  For example, Tilverton is the only major city in Cormyr with a thieve's guild inside its walls.  The Purple Dragons have a garrison 850 men strong (considerably high for most cities and towns in the kingdom) in order to quell raids by the "border raiders" in the Stonelands region adjacent to the city.  The Stonelands themselves are an area rife with goblins, orcs, ogres, and brigands, not to mention the Zhentarim, so a strong military presence is required in order to keep the peace in the region.  As such, the posting here by a Purple Dragon soldier is a very dangerous one compared to most other postings in the kingdom.  So, I decided to add a bit of a twist here with many of the Purple Dragon soldiers, including the garrison commander, being "on the take" from the thieve's guild, aka the Rogues of Tilverton.  The Rogues provide the soldiers with a little extra money on the side to turn a blind eye to their underground actvities, of which there are many.  The logic behind this being, due to the danger of the posting at this garrison, many of the soldiers feel they deserve a little something "extra" to compensate for putting their necks on the line in a region filled with danger and strife.  Of course, when the game begins, the players don't know this.
 
Cast of characters:
 
Sir Bryndan Lowman of White Forks - Human, Fighter, 1st level.  A hedge knight from the nation of Cormyr.  His family squandered away all of his lands and holdings so all he has left is his title.
Kylar - Elf, Ranger, 1st level
Clangar - Dwarf, Fighter/Cleric, 1st level
Maverick - Half-elf, Thief, 1st level
Solaris - Elf, Thief/Mage, 1st level
Myst - Human female, Mage, 1st level
Sylana - Human, female, Bard, 1st level
 
 
Session 1 Summary:
 
The PC's enter the city, and are directed by the Purple Dragon soldiers at the gate that the best inn in town is Grimwald's Revenge in the oldtown section.  The PC's one by one made their way to the inn.  The patrons in the inn don't look to be travelers at all, and seem to be a bit on the shady side.  They PC's pay for their rooms and sit down to enjoy some dinner when one of the men in the inn approaches them each individually asking them if they want to play in a card game with he and two of his friends.  Solaris, Kylar, and Sylana accepted the offer to play, while the others chose not to.  The other PC's who did not play in the card game, received some free ale courtesy of a strange man in the corner of the inn.  The PC's who were not playing, go over to talk to the gentleman kind enough to buy them a drink. 
 
During the game, Sylana, the bard, attempted to cheat using a sleight of hand cantrip, and was caught, which caused quite a ruckus.  The local and his two friends stood up, along with just about everyone else in the inn, expecting a fight.  They put their hands to their daggers, but the bard, who did not win the game despite cheating, managed to talk her way out of a fight.  After the game, each of the party members ended up sitting together with the strange man in the corner of the inn.
 
The man introduced himself as Lasander Highmoon of Arabel, and owner of the Red Sun Trading Coster.  He tells the party that Grimwald's Revenge is not safe, and that they should seek out another inn in town called the Whispering Witch.  He agrees to meet them there after one hour.  One by one, the PCs slowly filter out of Grimwald's met with stares by the locals in the inn.  After a while, they all meet up at the Whispering Witch where Highmoon tells them Grimwald's Revenge is actually a front, and is in truth the headquarters of the Rogues of Tilverton.  The Rogues pay the Purple Dragons working the gates to send any adventurers and mercenaries they see entering the town to the inn.  This allows the Rogues to measure up any threats, and deal with them if need be.
 
Highmoon goes on to tell the party that he was on a journey from Arabel to the Moonseas with his wares when he was met upon the road by brigands who stole his goods.  These brigands were actually members of the Rogues, he later found out, and after some information gathering, he was able to determine that the Rogues had his wares in an abandoned warehouse in the city.  He is willing to pay the party 1,000 gold pieces (Gold Lions) to retrieve his wares from the warehouse.
 
The party, seeing an opportunity to make a good amount of coin, agree to the mission.  Highmoon takes them into the city and shows them the warehouse, which appears to be completely abandoned and boarded up from the outside.  Some of the party members pay attention to the area trying to spot guards or spotters for the Rogues, of which they find none.  Highmoon tells the party there are three ways into the building; the front door, a sewer access route which the Rogues use to transport their stolen goods and sell them in the sewers in the black market, and a small access door on the roof of the structure.
 
After discreetly casing the warehouse, they all go back to the Whispering Witch Inn to formulate a plan.  Solaris, however, stays behind to further case out and investigate the warehouse.  After deciding on a plan (or not deciding as it were), the party came back to the warehouse.  At this point, Maverick, using his infravision, was able to spot a figure on top of the warehouse, but could not make out any details.  This figure was Solaris, who was now on the roof.  Solaris dropped a rope down the side of the warehouse in an alley so the party could ascend to the roof.  Maverick sees the rope, but no one else in the party was able to notice.  Maverick decided not to pass this information onto the party.  Instead, they go to the front door of the warehouse, and attempt to listen in.  They hear nothing, and after a few moments, Maverick rattles the doors gently and whispers.  He does this several times, until finally he hears footsteps inside the warehouse approaching the door.
 
Kylar, standing back with his bow ready, notices a small slot open in the window adjacent to the door, and after a few seconds it closes again.  In the meantime, Solaris, thinking the rest of the party is coming up the rope to back him up, decides to open the access door on the roof.  In doing so, he is unable to avoid the door squeaking, and he opens it to find 5 men sitting around a table in a room below.  Hearing the door open they look up, but are caught off guard.  Solaris casts a sleep spell knocking out 4 of them.  The other, a mage, attempts to cast a sleep spell on Solaris, not realizing he is an elf.  Solaris resists the sleep spell and tumbles into the room.  The mage wins the initiative, and attempts to cast a spook spell on Solaris, which again fails.  Solaris misses his attacks the next round, and the mage turns to run away.  He manages to get away, and Solaris slits the throats of the other 4 men in the room.
 
Meanwhile, down at the front door, Clangar and Bryndan decide to bash the hinges off the door.  Clangar was successful in doing this, bringing the door halfway from the door frame.  He ripped the rest of the door down, and the group entered a long horizontal hallway.  Back inside the warehouse, Solaris is finishing off the last of the 4 he put to sleep when the mage returns, this time with 2 of his friends armed with crossbows.  Solaris attempts an escape up the ladder to the access door, but the men fire shots from their crossbows.  The bolts are laced with poison, and Solaris fails his saving throw, and falls unconscious.
 
After ripping to door down at the front of the warehouse, the rest of the party suddenly hears a bell ringing within the warehouse, and decide to retreat back to the inn.  They arrive back at the inn to find Highmoon, stunned to see them back so soon, and of course, without his wares in tow.  He tells the party that the Rogues will most certainly be moving the stolen goods in the warehouse through the sewers and into the black market after this botched attempt to raid the place.  The party, fearing to traverse the complex network of tunnels in the sewers instead learn from Highmoon that there is an access tunnel from the Stonelands that leads into the sewers underneath the city.  This tunnel is used to transport stolen goods from the black market by the goblins and border raiders in the Stonelands.  Not knowing where this tunnel is, the party decides to go into the Stonelands to find the tunnel and attempt to take back the wares.
 
Meanwhile, after a bit, Solaris wakes up to find himself bound in a chair with 3 men in the room, one standing directly behind him.  One of the men, apparently senior to the other 2, begins to interrogate Solaris.  Solaris attempts to convince them that he was working alone, and was trying to display his worth in an attempt to join the guild, to which the interrogator scoffs.  He knocks Solaris back out and orders him thrown into a cell.
 
Highmoon sneaks the rest of the party out of the city in the back of a cart, and tells them he will meet them in a small village south of Tilverton in one week.  If they fail to bring the wares in one week, the deal is off, and he will have to move on to other options.  That night, the party entered the Stonelands and set up camp.  The next day after essentially walking aimlessly in the Stonelands for half a day, Kylar scouts ahead and discovers a trail with recent wagon tracks leading west away from the direction of the city.  The party decides to follow this trail for a while with Kylar scouting ahead.  After some time, Kylar discovers a goblin ambush party situated near the road ahead and reports this back to the party.  The party engages the band of 6 goblins and defeats them.  Myst managed to put 3 of the goblins to sleep with a color spray spell, and after the battle, Maverick slits the throats of the 3 remaining goblins.  It was here that we ended our first session.
 
Reflections on the first session:
 
I noticed several things the party did wrong, specifically Maverick, which did not make sense to me.  Upon the initial raid on the warehouse, he saw the rope come down, and chose not to investigate or even tell anyone else in the party.  He was simply metagaming because he knew out of character that it was Solaris that dropped the rope.  Why he chose to ignore this, is beyond me.  The next gaffe came on the goblin ambush in the Stonelands, which was really nothing more than a random encounter.  The party knew that goblins used the tunnel access point to get into the sewers, but they had no idea where the tunnel was or how to find it.  One would think it a good idea to capture and question one of the goblins they had managed to put to sleep.  Instead, Maverick chose to slit their throats.  So, now when we pick back up, they will still be roaming around in the Stonelands, which are vast, looking for a tunnel in which they haven't the slightest clue where it might be and is likely hidden from plain view anyway.
 
It was an odd session to say the least.  I was expecting an extreme manner of caution when approaching the warehouse and they all were fairly careful in how they approached the situation.  I touched upon this in my previous post, Why Not 4th Edition, but a major difference in that game and old school DnD is game balance.  In 4th edition, the players know that whatever challenge they face, they have an opportunity to defeat the enemy, succeed in their skill challenges, and effectively "win" the scenario.  In old school DnD, that is not always the case, and most of my players know this because most of them (with the exception of Maverick, Myst, and Solaris) have been playing old school DnD for years.  In old school DnD, you can't simply bust in the front door and expect to win every fight, because you never know what's on the other side of that door.  After breaking the door down, and hearing the warning bells, one of the veteran players immediately yelled out to run.  Knowing when to run is just as important as knowing when to fight in old school DnD.  After the botched raid, they were all commenting on how epic of a fail it was, while I simply reassured them, no, you're still alive.
 
It was still a lot of fun to sit around the table again. The players were really into it, although they obviously had some tactical issues with raiding the warehouse. Most of all I noticed no one really seemed to want to take charge, and make a decision the party could agree with. Still yet, we are planning on playing again next month, so I look forward to playing and updating on their antics.