oxybe
2018-08-17, 05:45 AM
A few weeks ago I mentioned getting ready to run a second ed game. We had a few snags getting the game setup, largely due to it being summer and people having a life outside the game, but this Wednesday we got the first post-session 0 going.
First I'd like to think that it went well.
Second: Hugenormous Spoilers for people who haven't played the Night of the Walking Dead module.
The party was a group of characters who were transported from out of space and time: two kord-bros (a priest & warrior) from the city of Grayhawk, a thief from some small, nameless village in Oerth, a dwarf from the spine of the world in Golarion and a second dwarf (priest) from some non-descript village played by the FLGS owner when he wasn't dealing with customers.
They meet up in the swamp and after some introductions, they decide to hoof it rather then risk rafting and getting tossed into the drink.
after a few miserable days in the swamp and one attack by a few giant toads to get people (as one player never played 2nd ed) acclimated to the d10 initiative and rolling ThAC0 to figuring out what they hit, we were on our way. The party had a pleasant time sharing food and stories with the Vistani until the doom and gloom of the prophesy came about and, having pick up our thousand yard stare lost one Luc D'Tarrascon in his hut, they made their way to western border of the Marais D'Tarrascon.
During these days the clerics realize that their connection with their deity is working, but weakened and muddled. They aren't in Kansas anymore. They're in the fantasy Louisiana bayou.
A quick look at what is the lord's townhouse after trekking 4-5 days in the swamp shows it to be locked, causing the pcs to ignore the building and make their way to the church, one of the Kord priest is rather unsubtly making it known that the villagers' cagey attitude towards the thumping coffin disturbs him, but he doesn't disrupt the procession or burial: they've got their rites and the party are clearly outsiders in this land.
He does, however, offer a prayer under the supervision of the gravekeeper and try to channel turn undead to lay the dead man to rest and fails. Which, unbeknownst to him, lets Jean D'Tarrascon, the Zombie Lord hiding out in the D'Tarrascon crypt in that same graveyard, know that there are new people in town and some of them are of divine origin... which could cause him problems.
After giving the innkeep a good spook by showing up with the missing Luc and openly talking about the vistani's walking dead and blood rain prophesies, they decide to skip an offer of a warm supper and go to the plantation home where they heard the town's current Baronet, a troubled Marcel D'Tarrascon, might be hiding out (he's not, he's actually in the townhouse they skipped without a second though) since his younger brother Jean's death and the following disappearance of his youngest brother Luc.
Noticing that the front doors are locked but still having some activity inside, the group's rogue goes about seeing if he can find a servant's entrance at the back... and he does!
Where, after taking a peek inside a window, he also finds the current servants are now ghouls getting ready for supper: a feast comprised of a dismembered dead man, likely one of the plantation workers or missing townsfolk. One failed hide check and the session ends with the ghouls being made aware of the rogue and him yelling for help as he's rounding the corner where the rest of the party is waiting.
So all in all, it seems to be going well. They jumped ahead with the plantation encounter, so this will be a bit interesting seeing how a group of 5 level 1 PCs are going to fare against the 3 ghouls, which gives us a nice in media res scene for the start of the next session.
First I'd like to think that it went well.
Second: Hugenormous Spoilers for people who haven't played the Night of the Walking Dead module.
The party was a group of characters who were transported from out of space and time: two kord-bros (a priest & warrior) from the city of Grayhawk, a thief from some small, nameless village in Oerth, a dwarf from the spine of the world in Golarion and a second dwarf (priest) from some non-descript village played by the FLGS owner when he wasn't dealing with customers.
They meet up in the swamp and after some introductions, they decide to hoof it rather then risk rafting and getting tossed into the drink.
after a few miserable days in the swamp and one attack by a few giant toads to get people (as one player never played 2nd ed) acclimated to the d10 initiative and rolling ThAC0 to figuring out what they hit, we were on our way. The party had a pleasant time sharing food and stories with the Vistani until the doom and gloom of the prophesy came about and, having pick up our thousand yard stare lost one Luc D'Tarrascon in his hut, they made their way to western border of the Marais D'Tarrascon.
During these days the clerics realize that their connection with their deity is working, but weakened and muddled. They aren't in Kansas anymore. They're in the fantasy Louisiana bayou.
A quick look at what is the lord's townhouse after trekking 4-5 days in the swamp shows it to be locked, causing the pcs to ignore the building and make their way to the church, one of the Kord priest is rather unsubtly making it known that the villagers' cagey attitude towards the thumping coffin disturbs him, but he doesn't disrupt the procession or burial: they've got their rites and the party are clearly outsiders in this land.
He does, however, offer a prayer under the supervision of the gravekeeper and try to channel turn undead to lay the dead man to rest and fails. Which, unbeknownst to him, lets Jean D'Tarrascon, the Zombie Lord hiding out in the D'Tarrascon crypt in that same graveyard, know that there are new people in town and some of them are of divine origin... which could cause him problems.
After giving the innkeep a good spook by showing up with the missing Luc and openly talking about the vistani's walking dead and blood rain prophesies, they decide to skip an offer of a warm supper and go to the plantation home where they heard the town's current Baronet, a troubled Marcel D'Tarrascon, might be hiding out (he's not, he's actually in the townhouse they skipped without a second though) since his younger brother Jean's death and the following disappearance of his youngest brother Luc.
Noticing that the front doors are locked but still having some activity inside, the group's rogue goes about seeing if he can find a servant's entrance at the back... and he does!
Where, after taking a peek inside a window, he also finds the current servants are now ghouls getting ready for supper: a feast comprised of a dismembered dead man, likely one of the plantation workers or missing townsfolk. One failed hide check and the session ends with the ghouls being made aware of the rogue and him yelling for help as he's rounding the corner where the rest of the party is waiting.
So all in all, it seems to be going well. They jumped ahead with the plantation encounter, so this will be a bit interesting seeing how a group of 5 level 1 PCs are going to fare against the 3 ghouls, which gives us a nice in media res scene for the start of the next session.