PoA – The First Battle of the Butthurt!

Welcome fight fans! Welcome to the fight of the century session last half hour!

It’s PvP time in the arena and make no mistake fight fans, butts are going to get well and truly hurt here today!

As Drikk Fra-Kar, six-time grand champion of the Luskan extreme arena, once said “Time for a real fight! Pucker up Buttercup! HERE COMES THE BUTTHURT!”

In the southwest corner we have the diminutive dynamo Uhffo Piddlefeet, bard extrordinaire! Will the others recognise the threat?

In the northwest corner we have Cruril “The Indecisive” Cleric. Will he go left? Will he go right? If he doesn’t know, how can the enemy know?! Brilliant strategy!

In the northeast corner we have Ari the Wizard! Spectacular fireworks are expected from this preteen elf but she is sure to be the main target in this fight!

In the southeast corner we have the bountyless hunter and pre-match favourite, Darin Moonwhisper! How will the rogue manage stealth attacks with no allies in the arena?

And last, and definitely least (in initiative terms) stuck out in the open in the middle of the arena and giving not one single toss about it, we have Kroq “Wasn’t your mum a dragon?” the Dragonborn Fighter.

Tensions were running high before this fight with a level of smack talk not seen in these parts since the last time a fighter mocked a wizard for not being as good as a sorcerer.

No attacks are allowed during the first round of the battle so Uffo starts proceedings by casting Invisibility and then bravely does absolutely nothing else. Cru summons the holy symbol of The Hoff and then stays in place. Ari casts Mage Armour and hides. Darin scouts out Kroq and Ari. Kroq heads halfway between Ari and Darin. That’s the preliminaries over… now its fight time, fight fans!

Uffo does nothing. Cru does next to nothing. Ari casts Blur on herself. Darin attacks Kroq for a fuckton of damage. Kroq has to decide to attack Darin and get Fireballed or attack the squishy wizard and get sneak attacked again by the rogue.

Kroq steams into Ari with about 17 attacks and the Wizard goes down hard! Ooooh! The DM felt that one from way over here! Ari is not happy!

WIZARD DOWN!

Kroq retreats to cover, a cagey round of mano manoo maneouv ‘moving about’ completes, and then Darin gets his measurements wrong and is left exposed! Kroq charges in and the canny bard and indecisive cleric move into the centre of the shrinking arena.

Uhffo drops his invisibility to cast some Faerie Fire shite on both Darin and Kroq making them both easier to hit. Darin was asked if he could make a Dexterity save. The very dextrous rogue replied “Yes! Yes I can!” and then rolled a 9.

No. No, he can’t!

Rather than team up to defeat the diminutive irritant, Darin and Kroq hammer each other with the Dragonborn hitting the floor first.

FIGHTER DOWN!

Uhffo then manages to land a Tasha’s Hideous Laughter on Darin and the Rogue hit the floor laughing his tits off at the fact that he simply cannot make a save to get out of it. Darin may have been laughing but Henry was fuming! The rogue was then pecked to death by a giant plastic dildo and two ‘non-combat’ characters.

ROGUE DOWN!

Oh the humiliation, fight fans! Darin may take a while to get over this one!

Uhffo finishes off Cru with the WoMM and is proclaimed victor of this first brutal Battle Royale!

CLERIC DOWN!

The rogue bitterly complained about players hiding and ‘not doing shit’ and yet still emerging victorious. The butthurt from this one will be with us for a while, fight fans!

PoA Episode 8: Electric Ferret

Starring:

Adam as Ari/Beaver the Wizard – Fireball!

Jake as Kroq the Fighter – Charge!

Chris H. as Uffo the Bard – Oh please let us in!

Matthew as Cru the Cleric – I prep an attack for the first enemy I see!

Henry as Darin the Rogue – I prep an attack for the second enemy I see!


Chapter 1 – Secret of the Sumber Hills continued.

The main story so far:

– A rogue member of a cult dedicated to the worship of ‘elemental earth’ tried to gain control of the town of Red Larch. He was found to be in possession of some rare trade bars from the city of Mirabar.

– A trade delegation from Mirabar went missing in the area recently. Powerful organisations want them found. The delegation was ambushed by the Black Earth cult and the delegates kidnapped.

– Whilst travelling with the delegate prisoners, the Black Earth cult got into a fight with the Air Cult. It isn’t known what the outcome of that was or where the delegates are now.

– The party investigated the Air Cult base at Feathergale Spire, admitted everything, trusted the big bad boss dude because he was nice to them, sat down for dinner, got ambushed <sigh>.

– The boss was beaten, the spire looted, a letter from the head of the Howling Hatred air cult ‘Aerisi’ was found and also directions to Riverguard Keep.

– There was also a mention of ‘Sacred Stone Monastery’ being associated with the Black Earth cult.

– The temple entrance in the valley is protected by a barrier they party cannot get through. There is a mechanism next to it that seems to require four pieces to function. They recovered one piece from an amulet worn by Thurl Merosska, the boss dude from the spire.

– Rivergard Keep was found, entered and the boss, a were-crocodile, was killed. The party rested before cleaning out the rest of the keep.


Pre-session Guff

A weekend session! There is some adventuring then a break for pizza then the first Battle Royale.

The DM is not looking forward to this because he has an idea of the amount of impending butthurt it may cause but the players are rather keen on the idea. What could possibly go wrong?


Rivergard Cleanup

We re-join our intrepid team as they wake from a long rest. Uffo magnificently guilt-tripped Cru into giving him permission to kill the two captives (the failed Reavers) and then gradually wore down Kroq’s resistance until he felt killing the helpless prisoners was a lesser burden than having to listen to the diminutive bard keep banging on about it.

The Bard slipped into the kitchen and after three quick pokes the dirty deed was done.

Then he killed them with his rapier.

The sentries on the walls were taken out by a DM controlled Darin because Henry couldn’t be arsed to drive back from Wales earlier, or even not go to Wales on D&D weekend at all (shocking lack of commitment!).

The party then have the slight problem of having to deal with an imperial fuckton of enemies in the barracks. During the planning, Ari, getting a little overconfident, was heard to say “We’re assuming I can kill this lot in one go”.

Plans were finalised, players were stacked up at doorways, some players asked why they were stacked up at different doorways to the doorways they thought they’d be stacked up on, plans were de-finalised, further discussions were held, plans were re-finalised and the DM gave the group a free Shatter on a surprise round to start things off.

The group took the piss and tried to take a load more free actions. The DM told them where to shove it.

Ari cast Shatter. Rather, Ari tried to cast Shatter but had a dexterity fail on the dice tower. Ari then cast a really low damage Shatter that tickled the guards in the lower half of the room and told the whole rest of the keep something was up.

Picking up from the previous week, Cru attempted to use a level 2 spell schlot.

A further Shatter and a bardic Thunderwave demolished most of the stuff in the barracks and then Henry finally decided to put in an appearance.

Base jumping, Fathomer style

If the party hadn’t managed to get it totally wrong and fuck-off to Fucking Womford and had not killed Shoalar there, he would be on the boat in the keep’s landing. As it was, the boat is now run by a Bandit Captain.

As the players approached the southeast watch tower they could see the Bandit Captain and his crew out in the harbour area, standing over the body of one of the bandits Darin had wtfpwned earlier.

The watchtower was entered and found to contain thee Reavers and a Fathomer. Ari let loose another Shatter to get things started and then ran into the room to unleash a Burning Hands spell. She then Misty-Stepped out and ran up some nearby steps. The DM causally asked if she wanted to move closer to the door and the sucker wizard agreed that was a good idea.

This brought her just into range of the shape-shifted Fathomer, who cares not for walls, and who then proceeded to melt, flow and re-solidify as a giant water snake grappling the hapless wizard.

I can’t remember who suggested casting Shocking Grasp on the Fathomer but the DM heartily agreed with this plan. Sadly, the downside of electrocuting a conductive water snake that had Ari entangled in it was pointed out by some smartarse before it could happen.

On its next turn the DM slightly miscalculated and had the Fathomer throw itself, and the unfortunate Ari, off the top of the wall. 2d6 falling damage to each of them, GET IN!

Except the DM rolled high and the Fathomer killed itself.

Totally worth it though, seriously, you should have seen the look on Adam’s face! BWAHAHAHAHA! Sorry. No, not sorry.

Electric Ferret Boogaloo

During this fight it was discovered that the bandit captain and his crew had heard the Shatter and were legging it in a small rowboat. The water-side entrance to the keep is protected by a large chain. The winch for the chain is in the guard tower the party are currently fighting in.

The bandits were attempting to lift the chain to fit the rowboat under it and escape.

At this point we had an occurrence of what the DM refers to as “An on-going, unwarranted obsession with meaningless shite”. For reasons unknown, in the middle of a totally different fight, it became staggeringly important to stop the Bandit Captain escaping.

And then came the electric ferret plan <sigh>. Ari can cast spells through her familiar, a ferret. She wanted to have the ferret run out on the chain and cast Shocking Hands on it.

The DM pointed out the slight flaw in the plan; the boat is made of wood and there is nowhere for the current to flow.

The game ground to a halt while the players obsessed about stopping the bandits. The boat was repeatedly attacked with magic missiles and shot with arrows but the bandits still managed to get away. Shame.

The bigger boat was found to contain a couple of expensive looking Dwarven books for Ari and a map to the Sacred Stone Monastery.

Ding-ding level 5! Big-boy trousers time; multi-attacks and fireballs all around.

Sacred Stone Monastery

The players pitched up at the monastery and Uffo put on a cloak and mask and tried to bullshit his way in. They got told to bugger off. Then they tried again:

“Oh please let us in?!”

“No”.

They waited until nightfall and decided to stealth inside. Ari wanted to scout with her owl familiar to which the party expressed a modicum of disapproval:

“Fuck you AND your owl!”

At some point the penny will drop that other players really dislike pets and summons.

That penny seems a long way off dropping in this case though.

There are three other entrances they could have accessed. They chose the garden. They got attacked by Gargoyles in the garden. They fought the Gargoyles in the garden right outside the window of the bedroom belonging to ‘the Boss’.

Well shit.

Either of the other two doors and they would have been fine, but they couldn’t have known that. Shame.

As Drikk Fra-Kar, six-time grand champion of the Luskan extreme arena, once said “Look, it’s either a statue of a Gargoyle or it’s an actual Gargoyle. Just shoot the fucker with an arrow and find out. Find out from a long way off.”

Hitting stone Gargoyles with axes is noisy as fuck. An alarm started ringing inside the monastery. The DM frantically re-assessed his options. The players killed the Gargoyles and decided to bugger off and gain entry via the kitchen.

There were four monks in the kitchen. Ari prematurely shot her load and Fireballed them. They are basically the level 5 equivalent of goblins. The DM was happy, she only gets two of those Fireballs and she just wasted one.

There were a lot of monks waiting in the next room. Uhffo decided to run with the whole “The bad guys are in the Garden, everyone after them!” ruse. He approached the closed door. Darin prepped and action to attack the second enemy he saw. Cru prepped a spell on the first enemy he saw. It should be noted that when it comes to prepping actions, the DM is very particular about the wording the players use.

– Uhffo opened the door

– “Hey everyone! The bad guys are…”

– Cru saw an enemy!

– Cru cast a spell!

– Roll initiative!

BWAHAHAHAHAHA!

Uhffo, now stuck in the doorway, got buttfucked by a whole string of monks taking it in turns to run up, twat him, and run away.

BARD DOWN!

The remaining monks were eventually mopped up after a long scattered battle.

Ari then wanted to blow her only remaining level 3 schpell schlot on summoning a zombie. The rest of party thought this was a spectacularly bad idea.

At some point the penny will drop that other players really dislike pets and summons.

End of session.


Next time on Ten-foot Squares:

– Will the Battle Royale result spill into the main campaign?

– What were the consequences of those were-croc bite constitution checks (still)?

– Who was the boss that heard them twatting gargoyles in the garden?

– How long will it take for Ari to forget the 24-hour recast on her undead minions?

– Will the DM punish Adam for that? Er.. stupid question, the DM cannot wait to punish him for that… BWAHAHAHA!

Tune in next week to find out!

PoA Episode 7: Fuck off you tramps!

Starring:

Adam as Ari/Beaver the Wizard – String them up from the arrow slits!

Jake as Kroq the Fighter – She’s not a sorcerer, she’s shit!

Chris H. as Uffo the Bard – By the way, where the fuck are we?

Matthew as Cru the Cleric – He didn’t mention it, so he doesn’t know about it!

Henry as Darin the Rogue – I am a bounty hunter from Red Larch!

Special Guest Star – Simon as Helmuth the Sorcerer


Chapter 1 – Secret of the Sumber Hills continued.

The main story so far:

– A rogue member of a cult dedicated to the worship of ‘elemental earth’ tried to gain control of the town of Red Larch. He was found to be in possession of some rare trade bars from the city of Mirabar.

– A trade delegation from Mirabar went missing in the area recently. Powerful organisations want them found. The delegation was ambushed by the Black Earth cult and the delegates kidnapped.

– Whilst travelling with the delegate prisoners, the Black Earth cult got into a fight with the Air Cult. It isn’t known what the outcome of that was or where the delegates are now.

– The party investigated the Air Cult base at Feathergale Spire, admitted everything, trusted the big bad boss dude because he was nice to them, sat down for dinner and got ambushed <sigh>.

– The boss was beaten, the spire looted, a letter from the head of the Howling Hatred air cult ‘Aerisi’ was found and also directions to Riverguard Keep.

– There was also a mention of ‘Sacred Stone Monastery’ being associated with the Black Earth cult.

– The temple entrance in the valley is protected by a barrier they party cannot get through. There is a mechanism next to it that seems to require four pieces to function. They recovered one piece from an amulet worn by Thurl Merosska, the boss dude from the spire.


Don’t let me down Rookie!

The party returned to town and on the way in found four bodies hanging from a tree with a sign saying ‘TRAITORS!’ nailed to it. They were asked to meet Constable Harburk outside the Swinging Sword where he gave them a run down on the investigation into the ‘Believers’. Several of them had been caught and hung but three others had done a runner.

At this point Darin was handed a Red Larch Bounty Hunter’s badge, a hand crossbow and a nightstick and told to bring them back alive for a reward.

The constable then led them to a large nearby house that had belonged to one of the Believers and told they could live there rent free for a year as a reward for saving the town from falling under the sway of the Black Earth cult.

Factions were contacted and personal quests updated and Cru learned a lot about the Elder Elemental Eye and how it corrupts the weak, evil and unhinged into trying to bring about a really shitty future. The cults are really bad, this shit is serious, serious people are seriously worried, bad shit is going down and reinforcements have been sent for. Unfortunately, it will probably take at least three weeks for them to arrive. Until then it’s all on you lot.

The world is fucked.

Rivergard Keep

The bard performed at the inn with a set of pan pipes he couldn’t play. No one gave a shit. Or any money.

Cru cast Augury to decide between the Abbey and Rivergard and then completely ignored the result. Thankfully the rest of the group were paying attention.

The DM offered a choice to approach by river or by land. There followed a lengthy discussion (when isn’t there?) on which one to take, at the end of which Darin made a snarky comment about taking half an hour to choose between two things and another snarky comment about the bard’s inability to show up on time. Oooh!

There then followed an even longer (I know, right?) and somewhat heated discussion about what approach to take to actually get into the keep. Ari actually had the gall to say “Look where your last plan got us!” at which point the DM gleefully gave a summary of Beaver’s greatest hits from the last campaign, not to mention Fucking Womford and the Valley of Death in this one.

Ari did point out, quite accurately, that on most of those occasions the group had agreed with the course of action. The DM can only attribute this to Stockholm Syndrome.

Or possibly drugs.

Ari sent in an Owl to scout and it failed the stealth check by 1 point with a 14… BWAHAHAH!

A Bandit crossbowed it and it was an ex-familiar. Used one, lost one.

Uffo approached the guardhouse with Cru and attempted to gain entry to the pirate stronghold with the ‘We are poor lost travellers, can we kip here tonight?’ approach. “Fuck off you tramps” was the gist of the reply. Uffo then offered to perform in exchange for accommodations.

The general feeling from the rest of the party was that this would not end well.

However, the plucky, if slightly deluded, bard made the persuasion check and the group were led to the Great Hall of the keep to meet Jollivar “Jolly” Grimjaw, the boss of this pirate base. Uffo repeated his ‘poor lost travellers in need of rest and by the way, where the fuck are we?’ approach and Jollivar appeared to believe it, welcomed them and offered them accommodation.

BWAHAHA, yeah, no really. He’s the leader of a bunch of bandits and pirates and one of the leaders of an evil elemental cult. He is going to kill you, rob you, rape you and eat you, probably in that order, but he wants you asleep in the barracks when they start it.

Normally they have to go hunt down lost travellers to rob and kill, you lot appeared to have just wandered in. Bonus.

Ok, nicely done, now what?

Off to the barracks they go and at this point a minor flaw in the plan appeared; namely that they didn’t actually have a plan.

A common DM complaint is that their players tend to go full murder-hobo on anything that crosses their path. I’ve got the opposite problem: they won’t start a fight at all. These cultists are a bunch of real douchebags. They murder, steal and rape and want to create a world of chaos. The keep bosses have amulets the players need to progress and they aren’t going to just give them over, they need to be taken.

So having gotten inside, our intrepid adventurers find themselves in the barracks. It’s cosy: there are 16 Bandits and a Bandit Captain inside the barracks with the players and, just for good measure, there are two more Bandits outside the door.

This could have gone really, really badly if they kicked a fight off in there. An argument A discussion was had about what to do in which a mini-rant by Uffo included the always helpful “you can all get fucked”. Uffo then stepped up and did a performance. It wasn’t exactly great but he didn’t get killed at least (and that was very possible).

Darin struck up a conversation with a bandit, was asking question about nefarious activities and was doing ok but the bandit was admitting nothing. Cru made the wonderful assumption that “He didn’t mention it, so he doesn’t know about it”. Bwahahah! That’s what insight checks are for; people lie. I know, shocking right?

Darin’s conversation started going nowhere until he mentioned the missing delegates. The DM had a sudden flashback to a windy dock in a forgotten shit-hole of a town “Excuse me mate, you know anything about valuable stolen Dwarven books for sale?” <sigh>

Ok, the delegates are important people carrying important things. They are valuable to both the cultists and the factions, not to mention the city of Mirabar. These cultists were implicit in the capture of those delegates and soon after the dirty deed took place, a band of ‘lost’ adventurers turned up and started asking questions about them. Hmmm.

Showdown

The bandit captain was told the group had been asking about the delegates. Weapons were drawn and the captain hurried out the door. The party decided to stay put (wise choice). The captain came back and, with a few other guards, escorted the group back to Jolly who made it plain the time for bullshit was over.

Uffo started to bullshit.

Uffo was told to shut up and Jollivar demanded Cru tell him what was going on. Cru waffled a bit (unexpected pressure sucks) and then Darin stepped up and informed the pirate commander, in a keep full of pirates and bandits that he was a bounty hunter.

Well, that was one way of doing it 🙂

Rather surprisingly, a fight started.

Even more surprisingly, Jollivar turned into a were-crocodile. Awesome.

As Drikk Fra-Kar, six-time grand champion of the Luskan extreme arena once said “Shapeshifters are dicks. If you can’t afford a magic weapon, get a normal one silvered. It really comes in handy for stabbing werewolves. If there aren’t any werewolves, you can always use it as a shaving mirror.”

The DM’s attempt at a world record for ‘longest on-going string of shit die rolls’ carried on from last week with the exception of the Bandit Captain, who despite being an unplanned addition to this fight, proved to be a bit of a star.

Guess what you lot are going to be seeing a lot more of from now on? BWHAHAHA!

The Reavers were shit (again). The Bandits didn’t even get a go due to an Ari Shatter. The Priest was… I can’t actually remember… oh wait, he landed a cracking Hold Person on Kroq that kept him quiet for a round and a bit. The Fathomer turned into a giant water snake and then proceeded to do not very much due to craptastic dice rolls.

Cru, being a more support Cleric this week, started throwing Inflict Wounds about with abandon. To be fair, he was stuck between a rock (a very large, angry lycanthrope with very large, angry teeth) and a hard place (a Reaver/giant water snake combo).

Uffo landed a Tasha’s Hideous Laughter on Jolly but it didn’t take effect. It would on ‘normal’ lycanthropes, but Jolly is a bit special. Jolly then ran around biting people. He nailed Uffo and Helmuth and they were each asked to make Constitution saves. What will come of those?

Uffo remembered the WoMM! Unfortunately he didn’t remember how to use it, which as Cru summed up “This isn’t even maths, it’s just counting”. However, this spawned another Maths is Hard moment and that shit did become contagious with the DM, Ari and Kroq joining in the fun with not being able to add up small numbers of small numbers.

Jake set up the upcoming Battle Royale with some smack talk about Ari “She’s not a Sorcerer, she’s shit”.

Helmuth lobbed ‘sorcery shit’ at ‘croc’, and it was rapidly specified which one because the DM will take that shit literally and Jake/Kroq was panicking slightly.

Uffo managed to say “It’ll cost you schpell schlot” which tickled Darin immensely.

There was then a lengthy out-of-character interlude discussing Jake’s impending diabetes and the unpleasant effects of kidney stones and their treatment.

The valiant Bandit Captain finally succumbed to a prolonged assault 🙁 and Jolly died soon after.

Moral Dilemma Time

The group finally finished off the Priest and the Fathomer but this fight used pretty much everything they had. However, no reinforcements turned up (presumably the other bandits thought Jolly won) and it is now fairly late at night. The party barricaded the door and went to check out the rest of the rooms before having a long rest.

In the kitchen they found 5 people, two of which looked a bit ragged. It turned out these two, along with three others in the next-door servant’s quarters, had been kidnapped from Womford and put to work as the pirate’s domestic help. The other three were failed Reavers and hadn’t been particularly nice to the Womforders.

So what do the party want to do about this?

Ari wanted to string them up from the arrow slits. Uffo, having pulled off a most unlikely intimidation check, wanted to just kill them. Cru didn’t really know what he wanted except not to kill them. Kroq absolutely wouldn’t stand for killing them but was quite ok with knocking them out and tying them up. Darin and Helmuth didn’t seem overly fussed but Darin didn’t want his manacles sullied.

There was some chat about letting them go. That would have been interesting. Instead they were knocked out and restrained and the Womforders were lowered out of an arrow slit and told to hide up the road where the party would find them later.

In return, one of the women they freed told them about two secret doors. Behind one in the Great Hall was a set of stairs leading down to a landing alongside an underground river. This was protected by another barrier with another four-socket device next to it. They now have two amulets, one from Therosska of the Howling Hatred cult and Grimjaw’s from the last fight.

The other secret door led to Grimjaw’s quarters. Loot was looted and the party rested.

End of session.


Next time on Ten-foot Squares:

– There’s a lot of stuff in that barracks, how are they going to clear it out?

– What were the consequences of those constitution checks?

– Will they clear the keep and then totally forget about the Womforders?

Tune in next week to find out!

SKT Episode 1: And so it begins… again

Starring:

Matthew as Clay the Fighter – Can I look out the window? What do I see?

Adam as Q’Aren the Cleric/Fighter – I demand to see the manager!

Jake as Abelas the gimpy Wizard – I suck at everything!

Mike as Regulus the Artificer – Wait.. I’m the healer AND the rogue?!

Christina as Elvira the Arcane Archer – Erm… 26 to hit?


Author’s note: These reviews are more-or-less, roughly, approximately what happened. Players actions (and often the DM’s!) will be exaggerated, misreported, and be taken entirely out of context because it’s funny.


Chapter 1 – A Great Upheaval

Times are tough in The North. After recent problems with dragons, cults are rising and giants are stirring. In the south of the Sword Coast a group of adventurers set out from Daggerford heading to the fortified village of Nightstone where they heard there was work to be found.


Pre-session Guff

The DM reminded a certain person that he was still pissed off about a certain group buying up all the bacon butties from the canteen on D&D day and thus depriving the DM of much needed nourishment. The DM remembers and the DM holds grudges.

Stats for the new characters were rolled as follows: roll 3d6 for each attribute in turn, re-roll any 1’s, if it comes up 1 again, tough; clearly the gods hate you and you are stuck with it.

Matt rolled high in everything (makes a change) with his lowest scores being 13 in both Con & Cha. He has chosen to go with an Earth Genasi Fighter called Clay

Mike rolled high Int, average Str and decent in everything else and has chosen a Warforged Artificer which the DM is really looking forward to seeing develop as we haven’t played with one before.

Jake rolled high(ish) Int, average Str, Con & Wis and pretty atrocious in Dex and Cha. He has gone Elven Bladesinger Wizard called Abelas because he likes to set the DM a challenge <sigh>. I have a sneaking suspicion this will be a bit of a power-house by the end of the campaign (if he survives!) but I could be wrong. For now though, he’s the gimpy elf with low AC, low HP, low melee damage and only two spell slots.

Adam got high Str, decent Dex, Int & Wis, average Cha and low Con. He started with a female Half-Orc Tempest Cleric called Q’Aren that later changed to a Fighter. Don’t be surprised if Q’Aren is a Swashbuckling bard by the end of the campaign (or even by the end of the month).

Christina rolled high Dex (17!) and Int, decent Con, Wis & Charisma and only 8 Str. After some mulling about with input from everyone, Elivira, an Air Genasi Arcane Archer fighter was created. The DM is running the exact same race/class combo in his home campaign and can vouch for the efficacy of this build. It’s hitting for +8 with a longbow at level 1! But when are you ever realistically going to use that Air-Genasi Levitate ability right?

So, we have 3 of 5 party members that can’t see in the dark and no one with both Stealth and Darkvision. Eh, it’ll be fine.

Nightstone

The group travelled from Daggerford to the Nightstone turnoff as caravan guards and collected their pay of 15g each before departing from the High Road. It was only supposed to be 10 but Q’Aren demanded to see the manager and spent so long arguing with him, he gave up and paid the extra.

Nightstone is named after a large chunk of obsidian that stands in the centre of the town square. It has strange glyphs and markings carved into it but the locals just feel it is a relic of a bygone age and ignore it.

Nightstone village itself is situated on a large island in the river. The island is surrounded by a wooden palisade and access is via a drawbridge on the western side. South of the village and on a separate island is a cone-shaped, flat-topped hill with a stone keep built upon it. The keep is connected to the village by a wooden bridge.

As the party approach the drawbridge, they can see it is lowered and the sound of a bell can be heard ringing over and over. Footprints near the drawbridge were examined and found to be of a large group of humanoids heading out of the village the previous day, and a small number of goblins heading into the village earlier that morning.

This could be ruff!

As the party enter the village over the drawbridge they immediately notice several things:

– Large rocks, 3ft in diameter, litter the village with several having crushed buildings.

– The bell is sounding from a church to the left

– The nightstone is missing and only a 5ft deep hole remains in the middle of the square

– Two very large Worgs are feasting on the corpse of a dog

The two Worgs, Growler and Snatch (sorry), spot the group and immediately charge across the square towards them. Combat was fairly brutal with the Worgs hitting for 10 damage against level 1 characters with low, low hit points.

Clay got nailed twice and hit the floor unconscious.

FIGHTER DOWN!

The Worgs missed the rest of their attacks and were, eventually, summarily dispatched by the party with the one notable exchange being the ‘gimpy’ wizard running in and smacking Snatch on the head with a quarterstaff for a remarkably large amount of damage.

Growler and Snatch were eventually defeated and the bruised and bloodied adventurers withdrew from the village for a short rest to recover some hit die.

Bong Bong Bong

Having had a nice cup of tea and a chat about what kind of twat puts two 10-damage mobs as the first encounter in a new campaign, the adventurers bravely returned to the village of doom. They examined the drawbridge on the way in and found it was controlled by two winches in separate guard towers.

Both winches had to be operated at the same time to raise or lower the drawbridge. The party decided to raise the drawbridge. On the plus side, nothing can get in, on the down side, if things go pear-shaped, they won’t be getting out.

This decision with the drawbridge has consequences, as will be seen later.

They proceeded to enter the church. The main area was empty but whoever was ringing the bell was in the back room behind a half open door.

Way back at the dawn of time, an adventure was run called The Mines of Phandelver. In that adventure, within the Redbrand hideout, a lot of hard lessons were learned about the right way, and the wrong way, to enter a room that might have hostiles in it.

Obviously, all of those lessons have been completely forgotten. And so, instead of kicking the door open and gaining a surprise round on whoever was in there, they just opened the door and strolled in because they didn’t want to surprise the occupants if they were friendly.

<sigh>

As Drikk Fra-Kar, six-time grand champion of the Luskan extreme arena once said “It’s a fucking door. You can’t sneak through it because they’ll see it open so you have two choices. Either aim a bunch of pointy things at and knock on it or kick it the fuck in. If you kick it the fuck in, the worst thing that’ll happen is an apology and a mending spell. The best thing that’ll happen is you get to spend the first turn pounding face with no retaliation!”

The group totally failed to gain tactical surprise and met a pair of goblins merrily hanging off the bell rope. Pointy things were merrily exchanged and the gimpy wizard killed one of them. The second goblin, surrounded by big angry fighters, disengaged to gain line of sight on the gimpy wizard and fired his shortbow at him.


  • Q’Aren > Shouldn’t that be as disadvantage because he’s next to Regulus?
  • DM> No!
  • Regulus> Because DM cheese!
  • DM> Absolutely!

Look, the rules clearly state that a goblin that has taken the disengage action at the start of the second round of combat whilst in a church on a Thursday and is standing next to a Warforged and is targeting an elf with 10 Dex or less and is clearly going to die horribly on the next round, does not suffer disadvantage on ranged attacks. It’s in the UA! Trust me, I’m a DM.

The goblin missed by a mile and was put down on the next turn.

Strange, there’s no one here

Now that blessed silence had fallen across the island, they headed for the next building along, the Nightstone Inn.

Inside it was apparent that one of the falling rocks had hit the inn and crashed down into the common room, depositing some furniture through the large hole in the ceiling. On the floor inside was a dead goblin with a crossbow bolt sticking out of it. Medical checks revealed it was only recently killed.

Scavenging in the kitchen was a harmless goblin called Gum-Gum. The brave adventurers slaughtered the terrified 7HP goblin as she tried to run limp away with her meagre sack of food.

The group headed upstairs and searched the bedrooms. The gimpy wizard specifically looked under the bed that the Zhentarim spy was hiding under but rolled such a crap perception check, her stealth check easily beat it and she was not spotted. It’s all ok though, I’m sure that won’t have consequences.

Just Because

And then Clay asked “Can I look out the window?” The DM tried really, really hard to come up with a reason why not but having the windows boarded up didn’t make sense and they could just rip the boards off anyway, and if the window were somehow locked they would have just broken it so, reluctantly, the DM agreed that yes, Mr Awkward could in fact look out of the bloody window.

Consequently, the party spotted the two goblins in the adjacent field and, because acting before thinking is in fashion at the moment, they all decided to shoot shit at the two tiny, fast-moving, AC15 goblins that were 60ft away despite the fact that it’s a really small window and the goblins are quite a ways off and the party are just generally a bit shit at ranged combat at these levels <sigh>

The goblins, unscathed by the poorly aimed and poorly thought out ranged attacks, ran away behind the stable. The party exited the inn and chased them behind the stable only to find they had vanished.

Goblins are twats

They entered the stable and got ambushed by the goblin that was supposed to be there and the two that had now run in from the field. Instead of engaging them in the field with surprise, they now got to face three prepared goblins hiding above them in the hayloft behind cover from the hay bails. Nice.

Adam did something smart enough to raise a comment from the DM but I forgot what it was. Unfortunately, he then reverted to form by being unable to understand the following diagram:

It’s complicated…

Despite having a degree in digital forensics, and being a pretty switched-on person outside of D&D, Adam had some trouble understanding the difference in elevation and so the DM, without a single trace of sarcasm, explained to him how it worked:

DM> See this bit? It’s labelled the ‘Grouuunnd Floor’. That means it is on the grouuunnd. See this bit? This is the looooft. That means it is above the grouuunnnd floor! I know it’s hard but if you concentrate….

This went on for some time.

Adam was unimpressed.

Digging the little bastards out of the hayloft was quite difficult and the tactic of ‘Fuck it, charge!’ was quite effective but meant lots of arrows were absorbed on the way up the ladders to the goblins. The fight ended with a few messed up adventurers and Q’Aren on only one hit point. It was time to have a chat with management!

Now look here you!

The DM pointed out how much trouble they had attacking the place, which meant it was quite defensible and a short rest was taken to regain more hit die. During this, Q’Aren has a word with her deity Gruumsh One Eye and complained about the poor performance of her level 1 Cleric abilities. Gruumsh agreed to relieve her of those very abilities she was unhappy with and thus, Q’Aren became a fighter.

So now the party has no Cleric. It’ll be fine though, I’m sure.

It’s Miller Time!

The rest of the houses were searched and a crypt was opened. The Lionshield Coster was robbed scavenged ‘liberated’ of some of its cheaper merchandise but there was a vault. Regulus was asked to try and pick the lock prompting the response “Wait.. I’m now the healer AND the rogue?!”

Most of the houses were robbed scavenged ‘liberated’ of whatever valuables the goblins had missed. A couple of minor fights took place and then they approached the windmill.

Two little shits bunkered down goblins hiding in the rafters of the windmill, opened fire on the players as they crossed the road 60ft away. Q’Aren immediately charged all the way to the windmill while the others opened up on the goblins and, aided by Elvira’s longbow and +8 to hit, managed to kill one of them.

Q’Aren meanwhile charged up the inside of the windmill and shoulder-charged the last goblin off the roof. It died from the fall and Q’Aren screamed a war cry of pure self-righteousness. The others were impressed!

You’re all missing something

With the last of the goblins eliminated and the village secure the group gains level 2!

The only remaining unexplored area is the keep but there is a 15ft gap in the bridge caused by damage from one of the falling rocks. The DM watched amused as the group made exactly the mistake he did when they launched into an intricate plan to jump across with ropes attached and build a temporary bridge with the ladders from the stable. It was all very impressive.

Then the DM told them they had forgotten something. Having thought about it for a bit they realised that Elvira, as an Air-Genasi, can cast levitate. Because, like, when is that ever going to be useful, right? Right.

Levitation and bridge building commenced and they gained access to the keep.

The DM is a dick

The keep had been hit particularly hard by the falling rocks and one wing was demolished. A dining table bore the body of a noble lady and nearby, four guards were arguing about what to do.

Non-violent greetings were exchanged and the guards were mightily relieved to see the adventurers. They explained that the day before a large floating castle had appeared over the keep and four giants started dropping the large rocks. The village was designed to be defended from the ground and has no defence against the air assault.

A rock took out the bridge early in the attack cutting off most of the guards from the village. The villagers subsequently fled to some bat cave about a mile to the north. A handful of guards caught outside the keep went with them.

Once the village was evacuated, the four giants descended into the village square, dug up the Nightstone and took it back to the castle. The castle then departed to the east. The goblins turned up the next morning.

  • Regulus> Can I ask some questions?
  • DM> Sure
  • Regulus> Which way did the castle fly off?
  • DM> <sigh>

Some more questions were asked and answered and it was decided that the guards would stay and protect the village while the party attempted to go and find the villagers. As they were departing, and because the DM is a dick, the DM mentioned the really valuable looking ring that Lady Nandar’s corpse was currently wearing on its left hand.

This prompted the expected lengthy discussion where Adam/Q’Aren attempts to twist all logic and reason into an argument that lets her have the ring. It didn’t work.

There’s always one…

The next part of the adventure can change quite a bit depending on what factions everyone belongs to and we hadn’t quite gotten that ironed out just yet, so it was time to do it now.

“At least I don’t have to plan the Zhentarim content” thought the DM

Not even my players are stupid enough to pick a faction that will immediately put them at odds with the rest of the party for the entire campaign, right? Right. Well, Mike might because he’s new (relatively) and hasn’t seen how the others operate yet.


  • DM> I need to know your faction alignments.
  • Abelas> Er.. the Greenpeace ones…
  • DM> Emerald Enclave?
  • Abelas> Yes, those.
  • Clay> Me too!
  • “Great, double tree-huggers” thought the DM
  • Regulus> Um.. Zhentarim… no… Harpers… no Zhentarim.. no. wait.. Harpers!
  • <three hours later>
  • Regulus> Harpers! Definitely, positively Harpers!
  • The DM thinks “Well that was close but at least we haven’t had anyone stupid enough to…”
  • Q’Aren> Zhentarim all the way!
  • <sigh>

Several players later reported clearly hearing the DM’s head hitting his desk even though his microphone was muted.

Snakes on a plain!

(sorry… not sorry)

The Seven Snakes, here seeking breakfast!

As they all crossed the makeshift bridge back into the village, they could hear a commotion taking place at the gates. A Zhentarim gang called the Seven Snakes has arrived at the village to meet the Zhentarim spy the gimpy elf missed in the Inn, Kella Darkhope. The Snakes are led by No’Baconne Beutay, a charming ruthless man with an intense dislike of Earth-Genasi after one did him wrong in the past.

Kella’s task was, with the help of the Snakes, to destabilise the village by sowing discord and undermining Lady Nandar. The Zhentarim would then take over the village and use it as part of their Black network.

Kella is attempting to lower the drawbridge and let in the Snakes but it takes two to operate it. She is calling out to No’Baccone as the group arrive.

The party arrive and Kella recognises Q’Aren as a fellow Zhentarim. Elvira and Abelas take up defensive positions while Q’Aren goes forward to talk to Kella. Remulus and Clay follow behind Q’Aren.

Kella explains the situation regarding the overall presence of the Snakes and their plans for Nightstone. Q’Aren obviously wants to lower the drawbridge and hand over the village <sigh>.

The four guards go all ‘over-our-dead-bodies‘ and occupy the other guard tower cutting off access to the other winch.

Abelas gives Q’Aren some advice on strategic negotiations but Q’Aren politely declined the advice with “YOU’RE NOT HERE! Fuck off, little wizard-bitch!”. This was considered somewhat harsh, but funny, by those listening in.

A protracted negotiation then took place. Not between the protagonists in the game but between the players. The DM had not previously said that joining the Zhentarim was a bad idea because he didn’t think he had to. Oh well.

The DM did then gently explain, as he has had to explain at the start of every single campaign so far, that D&D is game to be played co-operatively. That means if you play a stupid-evil alignment that goes against the party all the time, it just doesn’t work and you’ll end up getting kicked from the party.

If, for example, you choose to join the fucking mafia when the rest of the party play like law enforcement, you are going to have conflicts. Those conflicts are never going to be resolved in your favour. You don’t have to choose party over faction, but if you don’t, you get to go and play in your own campaign where the Zhentarim ignore the giants and try to make money off the misery they cause instead. That actually might be quite a good campaign but it aint the one we are playing right now.

Once this was explain (again) Q’Aren had to reluctantly tell a rather disappointed No’Baconne Beutay that the village was defended and was going to stay that way. No’Baconne agreed to withdraw as long as they let Kella go. This was agreed all around, the Zhentarim withdrew, the drawbridge was lowered and Kella was released. The Seven Snakes rode off promising to see the party again and not in a nice ‘lets all have a drink in a tavern’ way either.

The guards offered to keep watch while the party rested in the inn and they agree to go look for the villagers the next morning.

End of session!


Next time on Ten-foot Squares:

– Will everyone remember Elvira’s levitate ability the next time there’s a bit of gap to be crossed?

– Will Adam want to change character yet again when his level 2 Fighter does not live up to his expectations?

– Regulus went to bed promising to tinker with his bits. What will be the result?

– How is the DM going to fix the gimpy elf?!!!

Tune in next week to find out!

PoA Episode 6: Tempest Clerics are NOT cuddly!

Starring:

Adam as Ari/Beaver the Wizard – I’m going to use my short sword!

Jake as Kroq the Fighter – Save meh Uffo!

Chris H. as Uffo the Bard – The table might catch fire!

Matthew as Cru the Cleric – And… another seven!

Sophie as Torren the other Cleric – Are you sure you know where it is?

Henry as Darin the Rogue – I’ll find it… or you’re fucked


Chapter 1 – Secret of the Sumber Hills

The main story so far:

– A rogue member of a cult dedicated to the worship of ‘elemental earth’ tried to gain control of the town of Red Larch. He was found to be in possession of some rare trade bars from the city of Mirabar.

– A trade delegation from Mirabar went missing in the area recently. Powerful organisations want them found.

– The delegation was ambushed by the Black Earth cult and the delegates kidnapped.

– Whilst travelling with the delegate prisoners, the Black Earth cult got into a fight with the Air Cult. It isn’t known what the outcome of that was or where the delegates are now.

– The party were attacked by Air cultists and they found information on one of the bodies pointing them to the Air cult base at Feathergale Spire.

– The party investigated the valley beneath the spire and found dozens of people had been thrown off the top of it in the last few months.

– They went to the spire, admitted everything, trusted the big bad boss dude because he was nice to them, sat down for dinner and got ambushed <sigh>.


The table definitely won’t catch fire

We join our party of intrepid adventurers just after they notified the boss, Thurl Merosska, of an incoming ambush that he had set for them.

Darin and Torren had arrived at the keep entrance to find the drawbridge down and the bodies of two initiates on the floor of the entrance hall. No one else was visible so Darin stealthed into the hallway.

In the Great Hall, the Hurricane monk got things started by jumping on the table and trying to kick the bard in the head, something Darin has been wanting to do for a few weeks now.

There was a fairly lengthy discussion (when isn’t there?) about trying to intimidate the boss. You might get somewhere with that out of combat but not with these dudes. The bard eventually retaliated by casting Heat Metal on the boss, Thurl.

Due to a succession of concentration saves by Uffo and failed constitution saves by the boss, Thurl remained at disadvantage through most of the fight. It was certainly more effective than trying to intimidate the Lord Commander of the keep, surrounded by his own men, when he has just launched a fairly successful ambush on you. Just sayin.

Uffo then hid under the table. The monk got an attack of opportunity and would have critted, but for being distracted by being called a cockwomble.

Two of the Feathergale Featherwhiff Knights dramatically leapt onto the table and then failed to hit anything. This was the start of a fairly epic run of the noble-born posers not being able to hit the side of a barn whilst stood inside of it. These guys have now replaced the bandits at the bottom of the DM’s PPI table.

Ari used a Shatter that alerted everyone in the tower that shit was going down. Shatter also breaks a lot of stuff in the vicinity of it which included all the glassware on the table.

Kroq wanted to breathe fire at the Featherwhiffs and Thurl but Uffo was somewhat concerned about being under the table if it caught fire. The DM assured everyone that the table wouldn’t catch fire.

Kroq used Dragon Breath.

The table caught fire.

Technically, the brandy spilled on the table by Ari’s shatter caught fire. My conscience is clear!

Cru used an upgraded Inflict Wounds to properly fuck up the monk but she was still in the fight.

The Eagle Has Landed! Twice!

The initiates upstairs engaged with their mighty daggers! Ari got hit and was going to cast Shield until the DM pointed out it was only 4 points of damage. Another one threw a dagger at Uffo under the on-fire table and managed to hit him.

Downstairs, having been alerted by the noise of Ari’s shatter, four more initiates charged out of the side rooms towards the stairs, immediately saw Torren on the drawbridge and headed in her direction. They did not see the sneaking rogue by the door.

The entrance hall is fitted with a giant battering ram in the roof, called the Eagle. Darin couldn’t see the release for this and couldn’t move past the initiates on this turn so he hid in the corner and did nothing, waiting for them to pass by.

Torren, somewhat concerned about the onrushing horde of screaming cultists, asked Darin if he knew where the release lever was. Darin earned a ‘concise summing up of the situation’ inspiration with the reply “I’ll find it… or you’re fucked”.

The horde rushed past, the lever was found, a bonus action was used and the Eagle swung down! Anything in its path needs to make a Dex save or take 3d6 damage. It swung in a 10ft wide swathe along the length of the hall hitting all 4 initiates. Three cultists failed the save and the DM rolled two 6’s and a 5. Fuck me. They only have 9 hit points each to start with.

As Drikk Fra-Kar, six-time grand champion of the Luskan extreme arena once said “People tend to underestimate trees. Right up until they get hit by one.”

Having just turned three initiates into paste, the Eagle reset and Darin used his action to launch it again. The final initiate failed the save, he was history! Except the DM rolled three 1’s. Well, crap.

That pretty much sums up the DMs night with the dice: all over the fucking place.

But still, nice use of tactics from the two-person tower invasion force!

Darin legged it upstairs and left Torren to deal with the last poor initiate. The DM ran him up to Torren and succeeded on a grapple, next up is an attempt the throw the cleric off the drawbridge and it is a very long way down. Oh noes! Is this the end for the trusty dwarf?!

Of course it bloody isn’t; Channel Divinity + Wrath of the Storm = 16 points of “DON’T EVER TOUCH THE TEMPEST CLERIC!” damage. He only had six points left anyway. What was left of him fell off the bridge, 400ft down to the valley below.

Save meh Uffo!

Upstairs, Ari stabbed something with a short sword. The very first thing Ari did in the game was buy it and it finally got used in the 6th session. Nice.

Adam then produced a can of baked beans and started eating them cold. This provoked a massive discussion on whether this was disgusting or not. The group were pretty evenly split on the subject, with Henry pointing out that you should only be eating cold beans if you were ‘a hobo that can’t afford a microwave’. He then noticed that they were Tesco baked beans and Adam was subject to universal derision from everybody for buying cheap shit beans when proper Heinz beans are just a few pence more. He took it well for someone who can’t go and buy an assault rifle to make us all pay.

The DM moved the Featherwhiffs on the table out of the fire and launched a full-on melee assault with them. They all missed everyone. The DM then had a Maths is Hard moment.

Kroq moved away from the monk and provoked an attack of opportunity, the monk hit him, he begged Uffo to use one of his valuable Cutting Words to reduce the attack to a miss. This would allow the fighter to get a riposte attack on the monk. Uffo caved to sustained pressure and made the monk miss. Kroq then used one of his valuable manoeuvres to attack the monk.

He missed. BWAHAHAHAH! Two resources spent to miss one monk. Nice!

Ari got into a dick-measuring contest using a shortsword and won.

Thurl finally gets going

You may have noticed no mention of the boss up until now. That’s because he also couldn’t hit for shit but that was mainly due to Uffo’s on-going Heat Metal. However he now took a step backwards from Kroq and Ari without fear of retaliation because neither had a reaction left. He then pulled out his lance (10ft reach), rolled two 17’s, and managed to hit Ari for 10 points of damage even with the disadvantage.

Ari, no longer next to the boss, now got the fuck out of dodge and went to hide in the stairwell with the rogue. Unfortunately, two initiates pursued her and while Darin killed one, the other nailed the wizard with a mighty 4 points of dagger damage. Stabby, stabby!

WIZARD DOWN!

A nice LotR reference (Fly, you fools!) earned Ari an inspiration because the DM forgot about the Firefly related penalty from last week. Shit.

Throughout all of this, poor Cru, despite getting off to a flying start with the massive Inflict Wounds, was now stuck at the end of the table where he started, having a competition with the number 3 Featherwhiff on who could miss with the most attacks. It was a fairly even contest as Cru was stuck throwing 7’s and the knight felt a 7 would be a dramatic improvement of the shit he was rolling. Cru’s spiritual weapon had also caught the whiffy blues and was not helping. Everyone else was staying the fuck away in case that shit was contagious.

Uffo got hit and finally failed a concentration check, although it was close, and the Heat Metal spell dropped from Thurl, who promptly manoeuvred around Kroq and stabbed the bard in the chest with the lance for 10 damage.

The bard then also got the fuck out of dodge, leaving Darin to run in and properly kill-steal the boss from Kroq who had done most of the hard work on him up until that point.

Kroq said that was ok because he was a team player!

Yeah, no one believed that happy horseshit.

Ding Ding!

Uffo remembered the wand, said he hadn’t forgotten it, fooled no one, cut loose and finally finished of the monk and one of the whiffy-knights. The other knight didn’t last long and the final one eventually gave up trying to hit Cru and threw himself out of the window in disgust.

As Drikk Fra-Kar, six-time grand champion of the Luskan extreme arena, once said “There are some days when you just can’t hit shit. Don’t fight it, just stand in a corner, choose the Dodge action each turn and shout helpful advice to your comrades. Or abuse. Abuse works too.”

Despite the DM reminding them every week that cultists won’t talk, they still insist on trying to capture them. Fuck it, next week we’ll do a long, pointless interrogation and throw in a little morality test on what to do with the unarmed prisoner.

The rest of the tower was now empty and the group all hit level 4.

Looting was done; Thurl had a necklace that contained a detachable symbol of the Howling Hatred air cult. In his quarters they found a letter from the cult leader:

Merosska,

We are pleased to hear about the outcome of your altercation with the Black Earth cult, and we praise you for the capture of one of their prisoners. This noblewoman from Waterdeep has an interesting tale to tell, and we shall enjoy interrogating her further.

Keep a close watch on the Sacred Stone Monastery. I want to know what our enemy is planning next.

We may have a location for Riverguard Keep. Begin scouting flights immediately.

Your Beloved Queen,

Aerisi Kalinoth

There was also a map showing the suspected location of Rivergard Keep.

Various goodies were found; Darin got some Boots of Speed. Cru got KITT, a throwable light hammer +2 that should help him hit stuff. Uffo got a Hat of Disguise (I’m going to regret that) and a pipe that blows smoke monsters. Kroq got a +1 Axe called Shimmer that lights up. Ari got a necklace that automatically stabilises you when you get knocked out. It also doubles the effectiveness of hit die recovery. This now allows the DM to regularly take out the wizard without actually being in danger of killing her.

Ari finally got to look through the spyglass on the pinnacle and found it was pointed at the shimmering thing in the valley. This turned out to be an archway in the rock face that was covered by a shimmering portal. Three Feathergale Knights who had escaped the spire were seen to approach the portal one by one, offer a prayer to the heavens and walk through it.

Return to the Valley of Death

On approach to the archway, the group were met by three Feathergales and four Hurricanes.

All of the Feathergales missed everyone again and the DM sulked again. The Hurricanes proved fairly effective and the fight lasted quite a lot longer than it needed to because the group now went to the other extreme and didn’t use any resources at all <sigh>.

– Darin continued to kill-steal everything Kroq went anywhere near.

– Ari finally learned the usefulness of Misty Step and managed to stab something with the shortsword.

– Cru still couldn’t hit a damn thing despite now having a +2 to hit from KITT

– The DM sympathised.

– Uffo felt ‘not having had a go yet’ was an adequate excuse for not having done any damage.

– Torren went around introducing her battlehammer to various faces.

– Kroq ran up to things, missed them by a lot, and then watched Darin get the kills.

The adventurers approached the archway and the portal and no one actually bothered to examine the arch. Instead, Darin tried to walk through it, bounced off and took 1d6 damage. This initiated a spate of people trying random things and taking damage. Most of this seemed to be spurred on by the fact that the more they did it, the more Uffo lost his shit over them doing it. It was like a massive group troll.

The DM heartily approved.

Uffo was unimpressed.

Eventually they found a panel in the arch that held a carving of the Elemental Eye above four indentations, one of which fits the detachable symbol from Thurl’s necklace. They tried a few more things that didn’t work before realising they aren’t getting through it any time soon.

End of session.


Next time on Ten-foot Squares:

– Will they go all honest again at Riverguard Keep?

– Will the DM and Cru continue to vie for the title of Whiffy McWhiffmeister 2018?

– Will Uffo forget his name next week?

– Will they ever get the resource balance right?

Tune in next week to find out!

PoA Episode 5: How could you possibly fuck that up?

Starring:

Adam as Ari/Beaver the Wizard – Why aren’t we heading straight to the spire?

Jake as Kroq the Fighter – I’m going to hit this sodding thing if I have to use everything I have!

Chris as Uffo the Bard – We have lost nothing by telling the truth!

Matthew as Cru the Cleric – The more Adam wants to go to the arch, the more I don’t want to!


Chapter 1 – Secret of the Sumber Hills

The main story so far:

– A rogue member of a cult dedicated to the worship of ‘elemental earth’ tried to gain control of the town of Red Larch. He was found to be in possession of some rare trade bars from the city of Mirabar.

– A trade delegation from Mirabar went missing in the area recently. Powerful organisations want them found.

– The delegation was heading to the abbey at Summit Hall and was last seen in the town of Beliard.

– The delegation left Beliard and were ambushed on the trail by the Black Earth cult. No bodies of the delegates were found, only their guards.

– Whilst travelling with the delegate prisoners, the Black Earth cult got into a fight with the Air cult. It isn’t known what the outcome of that was or where the delegates are now.

– The party were attacked by Air cultists and they found information on one of the bodies pointing them to the Air cult base at Feathergale Spire.

Once again, I’m throwing some flak around in this review. However, they actually did quite a lot right during this session but that stuff isn’t nearly as funny.


Beaver does it again

I didn’t actually realise this was all Beaver’s fault until I reviewed my notes and then it all made sense. Chris has specifically requested that it be noted he was late.

Oh, and that means none of this was his fault. Apparently.

The party are at Sighing Valley. There is a spire in the valley but the only apparent entrance to it is over a drawbridge from the cliffs. No way into the spire is visible from within the valley.

What the players don’t know is that if they go up the valley, there is a specific piece of intel that will help them deal with the situation at the spire, but it isn’t necessary to have that. If they go to the spire, they will level up and thus make clearing the valley easier. At this point, there isn’t anything else in the valley that makes it worth going there first.

At the start of the session the DM explained, in detail, how the spell Augury works. This spell, which can be cast by Cru without using a spell slot, lets the party petition a higher power (the DM) for an insight into how a particular planned action will turn out.

The DM explained how he would interpret the group’s needs as, in order of importance; 1) level up, 2) loot, 3) intel.

If the intended action would progress the main story line and level them up, the answer to the Augury would be ‘Weal’. If it involves either of the other two it would probably be ‘Weal and Woe’, and if they were going to go somewhere stupid, like Womford, the answer would be ‘Woe’. Simple right? Right.

Just to really nail this shit down, the DM also said that for major destination decisions he would let them ask two questions without penalty, specifically in this case of going to both the tower and going up the valley.

This is the way the DM envisioned the conversation was going to go:


Cru > I cast Augury, we intend to go straight to the spire

DM > Weal

Cru > I cast Augury, we intend to head up the valley

DM > Weal and Woe

Party > Hey ho! Hey ho! It’s off to the Spire we go!

DM > Good, you managed not to fuck that up


So how could you possibly fuck that up?

Because fucking Beaver appeared that’s why.

This is what the conversation actually was:


Cru > I cast Augury, we intend to head up the valley

DM > Weal and Woe

Beaver > THERE’S LOOT IN THE VALLEY!

Party > We head up the valley!

DM > …..

DM > …..!

DM > How the fuck did you manage to fuck that up?!


<sigh>

Oh well, shit happens. Things were going bad but it could have been worse.

And then the bard turned up.

Into the valley of death strode the four numpties


*Adam gets out a shiny new dice tower*

Party > Nice dice tower Adam!

Adam > Thanks! *rolls a pair of d12’s instead of d20’s*

Party > Shame about the numpty using it!

Adam > <sigh>


The party picked a fight with a Manticore. Uffo asked if it was wearing metal. The DM mocked Uffo and offered to put it in plate mail if they wanted. They declined because they have no sense of adventure. Uffo responded that he didn’t say armour, he meant like a necklace. It’s a beast. It’s a bit like asking “is that rhino wearing a crown?” No, no it isn’t.

The Manticore hit like a truck but they finished it off without too many problems. Kroq asked the DM if he could do a breath attack. The DM thought that was spectacular idea. Ari quickly pointed out that Cru was 10 feet away and in the line of fire. Curses, foiled again!

Griffons!

There are two griffons roosting in a cave part way up the cliff side. As the party approached, the griffons left the cave and took up defensive positions in front of it.

What the party don’t know is that the only things of note in the cave are two griffon eggs. Thanks to the milestone xp system, there is no need to murder-hobo everything for experience so the DM was interested in how this was going to play out. It is more of a morality test than anything else.

Ari, obviously, wanted to murderize everything. Uffo cast invisibility on himself and snuck into the cave. The DM made a mental note to award an inspiration for thinking of that one. Uffo then rolled a really shit perception check and only saw the two eggs.

Ari immediately said “steal the eggs”. This is the sort of shit that gets you into trouble. At this point there is absolutely no reason to steal the eggs unless it’s just because you are being a dick. Did you guys not watch Jurassic Park 3? <sigh>

These griffons are intelligent and if you steal their eggs they will hunt you down and ambush the crap out of you. If you go around this world killing and stealing for no reason, there are going to be consequences.

Uffo headed back to the party for the bag of holding to put the eggs in. The DM made a mental note not to give him an inspiration after all.

As the whole party were now aware of the eggs being in the cave, nature checks were rolled and they learned that griffon eggs are valuable but must be incubated for 18 hours a day. They are also rather large and won’t survive in the bag of holding.

There now followed an extended discussion about what to with the eggs and the almost absolute certainty that there was something else in the cave. All through this the DM was thinking “for fuck sake, just leave the fucking eggs and get on with it!”

Eventually Uffo stated that the eggs were too much trouble, not worth it and the party should just move on rather than risk a dangerous fight for no apparent gain. “Holy fucking shit Batman” thought the DM, “they might finally have got it”, and awarded Uffo an inspiration after all.

Gnoll trouble

The group continued to explore the valley and at one point Ari was somewhat put out by the fact that they weren’t heading straight for the spire. This was a bit rich as Ari/Beaver was the main reason they weren’t already in the spire by now.

Adam randomly slated the Firefly TV series and the DM swore by his pretty floral bonnet to end him and imposed a -5 inspiration penalty and then upped it to 6. He did ok, I think we finished the session on -3 so progress was made.

A couple of bands of Gnolls (dog-like humanoids) were hunting along the river and Uffo got to use his Heat Metal spell on the armour of a Pack Lord. The rest of the pack promptly ran over to the bard and beat the snot out of him until his concentration dropped.

The DM again dropped Uffo in the shit by bringing up the non-usage of the WoMM. In the ensuing argument Uffo basically said everyone else could sod off as it was his wand.

At some point the DM added 6 & 5 and got 9 because Maths is Hard.

Quite a lot of resources were expended unnecessarily with the confidence that a rest was imminent. The DM was somewhat miffed at this assumption. Ari wanted to rest on top of the large mesa in the middle of the valley. The DM pointed out that the valley was full of large flying nasties. They decided to rest in the manticore cave.

There are actually two manticores in the valley and there is a reasonable chance that one could ambush the group as they are sleeping in his cave. This was going to seriously hurt as the group had pissed away a lot of resources. The DM was looking forward to this!

And then he rolled to see if they got ambushed, rolled low and didn’t get to play 🙁

To the Spire!

Ari wanted to go across the valley to the canyon and investigate a shiny thing in an archway they had spotted from the top of the mesa. The rest of the party wanted to go investigate the base of the spire.

On the ground under the spire were some bone fragments being picked at by a giant vulture. The vulture flew off as the party approached. A rather impressive investigation check of the area showed that the bones were cracked and smashed from a fall from the spire and that a large amount of other people had been thrown from the spire over the last few months.

This was the rather important intel that they came up the valley for. The people inhabiting that spire are not good guys; they are regularly killing people by throwing them off a 500ft drop.

Kroq really wanted to make the difficult climb up the base of the spire under the watchful gaze of two riders on giant vultures. The DM really, really wanted to see what would happen when Kroq was 300ft off the floor and got attacked by the vultures. The party dashed the DMs hopes and climbed up the cliff wall instead.

Honesty really is not the best policy.

The players discussed how to approach the people in the spire. One thing I have noted as a DM watching these guys play is that at some point when they discuss this stuff, they often get the ‘right’ approach during the discussion but then go with something else. They actually hit on a few good possibilities and I particularly liked the one about looking for allies against the Earth cult.

Unfortunately, despite having been attacked by these guys on the road and then discovering they had been throwing people off the top of the spire and having found a warning in a camp set up to watch the tower that said ‘Beware elemental evil!’ they still decided to go with telling the truth <sigh>

So, they arrive at the raised drawbridge and ring the bell. A female knight called Savra asks them what they want. They tell her everything, that they were attacked by vulture riders, killed two of them, found the map and they are here looking for the delegates.

Well, that was one way of doing it I guess.

They were escorted to the top of the spire where they met the Lord Commander; Thurl Merosska. When they mentioned all of the above totally truthful naïve bollocks to him, he got unhappy and spoke about evil cults in the hills, then suggested they talk about it after the big feast that night.

Ari tried to look through a telescope that was pointed down into the valley but was blocked by two initiates.

The Hunt

The party rested up in the tower and were enjoying a full on feast with Therosska and his Knights when a sentry burst in and announced a manticore had been spotted in the valley. Therosska called for a hunt, invited the group to join in and offered a rather expensive ring as a reward to whoever brought him the beast’s head.

The group were given some quick instructions on flying and were provided with Hippogriff mounts.

As the hunt was forming, Uffo was heard to say “We have lost nothing by telling the truth”.

BWAHAHAHAHAH!

The hunt took place in the valley at night. During the night the wind in the valley dies down and a thick mist forms. The knights formed one group and the players chose to form a second group. Each group moved and then searched. A score of 18 was required to find and engage the manticore. The knights won the initiative and started first.

The players found the manticore on their second search and chose to engage it without signalling the knights for help. Kroq was very unimpressed with this.

As the fight takes place in foggy conditions, all ranged attacks are made with disadvantage. In addition, due to the unstable fast paced nature of this fight in poor conditions, there are no opportunity attacks. Some of the players quickly realised that a jousting strategy was effective if you had decent melee abilities.

The party blew through an enormous amount of resources trying to kill this thing. Uffo criticised Ari for using both divination rolls, to which Ari responded “they are my dice”.

Ooh, touché!

The manticore attacked not the players but their mounts; AC 11 & 19 HP. Yep, suddenly the fact that they were 300ft in the air became very important.

As Drikk Fra-Kar, six-time grand champion of the Luskan extreme arena once said “All that flying around is great fun, but just remember; if it all goes wrong gravity is like my second wife; a cold hearted, merciless bitch”

Uffo, having been very vocal about the use of resources, then blew a number of resources from the WoMM. Kroq landed the killing blow and the party returned to the Spire in triumph.

As they entered the spire, Savra pulled Cru to one side and said “Be on your guard” then left. The feast continued and the DM asked for perception checks to be made. The players noticed two of the nearby robed initiates had steel armoured boots showing under their robes. Something was afoot!

So they told Therosska about it. <sigh>.

All Therosska had to do to deceive them was to be nice to them. These are evil cultists. There are dozens of bodies on the ground outside the tower that have been sacrificed. There’s even a bloody signpost in the valley telling them to beware evil in the tower.

The party just rocked up at the front gate and started asking questions about the delegation. The cultists invited the group in to find out what they knew. They set up the second part of the feast as an ambush while the hunt was taking place. The party then told the boss dude that they noticed the incoming ambush <sigh>.

INCOMING AMBUSH!

That fight will have to wait until next week.


Next time on Yen-foot Squares:

– What unfuckupable choice will they fuck up next?

– Will Uffo remember the WoMM without being reminded (again)?

– Will Kroq regret wasting reactions at any point in this fight?

– What obviously important piece of intel will be totally ignored next session?

– If they survive, will anyone remember to go back and look through the telescope?

– What was that shimmering thing in the archway anyway?

Tune in next week to find out!

PoA Episode 4: You are safe, everything is fine!

Starring:

Henry as Darin the Rogue – That’s what it says on this table.

Adam as Ari/Beaver the Wizard – I cast mage armour!

Jake as Kroq the Fighter – Is there anything else I can attack?

Chris H. as Uhffo –> “Uuffo!” the Bard – You are safe, everything is fine!

Matthew as Cru the Cleric – It just writes itself!

Sophie as Torren the Cleric – Um.. I have this ‘thunderous rebuke’…

Special Guest Stars:

Simon as Helmuth the Sorcerer – Magic missile!

The DM – What fucking sneak attack table? Where?! Well… shit


Chapter 1 – Secret of the Sumber Hills

The main story so far:

– A rogue member of a cult dedicated to the worship of ‘elemental earth’ tried to gain control of the town of Red Larch. He was found to be in possession of some rare trade bars from the city of Mirabar.

– A trade delegation from Mirabar went missing in the area recently. Powerful organisations want them found.

– The delegation was heading to the abbey at Summit Hall and was last seen in the town of Beliard.

– There are reports of the use of large amounts of magic along the Dessarin road between Beliard and Summit Hall.

– Fresh graves have been spotted in the hills to the SW of the area where magic was used.

– Some books which might, or might not, have belonged to the delegation turned up fucking miles away in the town of Womford which lies on the banks of the Dessarin river.

– The party went to Womford and picked a fight with a pirate captain.


Remind me again, why are we in Romford?

The DM interrupted a discussion about giant purple dildos and reminded the party of the happenings of the previous week. Ari attempted to initially blame Uffo entirely for their current predicament. When Uffo strenuously objected to this, Ari generously conceded that maybe he was only 50% to blame. The DM pointed out that if it wasn’t for Beaver turning up, the party wouldn’t be in Womford in the first place and that the whole situation was entirely 100% Beaver’s fault.

The party faced off against a Water-Genasi spellcaster called Shoalar Quanderill, his sidekick halfling thug called Pike, four bandit henchmen and a couple of mercenaries lurking at the back further down the dock.

Ari used her cheaty divination dice to stuff Shoalar on the initiative roll and the fight started.

Ari lobbed in a Shatter for a moderate amount of damage then ran off to hide behind a large chest and dropped prone.

Darin ran and hid in a boat and sensibly stayed there for the rest of the fight sniping at whatever seemed appropriate.

Uffo attempted a Tasha’s Hideous Laughter on Shoalar but he made the save so Uffo ran behind Kroq to hide. This bit of improvised cover didn’t last long as Kroq promptly ran off to hit Shoalar with an axe and Cru joined in.

Tsunami!

Shoalar teleported to where he could nail four of the party with a Tidal Wave spell. Big AoE, 10ft high, 10ft wide, 30ft long, lots of damage. It messed up a few of the group and Ari only survived by 1 hit point but got washed off the dock into the water.

At the end of the first round the two mercenaries legged it away from the party and towards Shoalar’s keelboat. Torren and Helmuth showed up and joined the fight.

Shoalar got another Tidal Wave off in the second round that dropped Helmuth and Uhffo.

BARD DOWN!

SORCERER DOWN!

Uffo wanted Kroq to heal him when there were two clerics in the party <sigh>

I think that was Shoalar’s last action, two rounds of combat and down he went. Pike didn’t last long either and the remaining bandits were mopped up. The group planned to capture the last bandit.

Ari> “Don’t kill him! Don’t kill him!”

On Ari’s turn she killed him.

Aftermath

The two mercenaries had used the distraction of the fight to steal Shoalar’s keelboat and were miles off down the river with whatever it contained.

The DM dropped Uffo right in the shit by mentioning the unused Wand of Magic Missiles (Womm).

The party were unimpressed and wanted the wand redistributed to someone who would use it.

Uffo launched into a lengthy and technically accurate defence of why he should get to keep the wand. This involved his innate ability to re-roll a 1 if the last charge was used and a roll made to see if the wand was destroyed.

Everyone seemed convinced and let him keep it. The DM, who knew it was total bollocks, awarded him a ‘successfully deceiving your group in real life’ inspiration.

Look, it doesn’t matter if he gets to use the last charge and re-roll on a 1 if he never uses the bloody wand. A 6-charge wand that gets used is quite considerably better than a 7-charge wand that doesn’t. Because then it’s basically just a stick.

Kroq looted what turned out to be a Bag of Holding; bigger on the inside than the outside. It contained an Enduring Spellbook for Ari (fireproof & waterproof) because the DM feels she’ll need it later in the campaign…

There was also a ‘Folding Boat’ which is a small wooden box that transforms into a 4-person boat or a 15-person ship and is just awesome.

Incoming!

Having been to the last place they should have visited first, they went to the second to last place they should have visited second.

That sentence made perfect sense in my head when I wrote it but not so much when I read it back…

However, on the way to visit the shallow graves the party were accosted by three attackers riding giant vultures. One rider was an armoured knight and the other two were robed initiates. The knight was throwing javelins and the initiates were throwing daggers.

Darin made a comment about not being unduly worried and was right to do so. This was a minor skirmish and yet the party blew a number of precious spell slots taking out what was a relatively minor threat.

They killed the vulture that was being ridden by the knight and he cast a Featherfall spell as he fell and started to serenely float towards the ground. Well, he was serene until everyone started shooting arrows and spells at him and, just for good measure, he was assaulted by a magical flying red plastic torpedo; Cru’s spiritual weapon, the symbol of The Hoff.

On landing the knight held his turn and then an initiate swooped down, jumped off his vulture, the knight got on it and buggered off. The initiate seemed quite willing to sacrifice himself for the cause, and the party duly obliged and sacrificed him quite messily. The other one was killed and his vulture flew off on its own.

The squished initiate had two bits of information on him; a map to ‘The Spire’ and a letter indicating he had been recruited to work for a bunch of arsehole nobles from Waterdeep who were a bit heavy on the religion (Air cultists) but were teaching him to fly. The initiates also had emblems on their robes that were similar to those of the Black Earth Cultists.

Paranoia

There were four shallow graves in the hills near the river roughly halfway between Red Larch and Summit Hall. Cru didn’t want to disturb the graves so took a walk to look around and noticed a tall, white spire some miles away off in the direction of Red Larch.

Darin wanted someone to cast my favourite new spell; Detect Undeaddy Crap.

“I can sense some zombie poo! It is 15ft in that direction! It’s runny!”

Ari, the poncy high-elf, suggested ‘we’ open the graves, meaning ‘not me’. Darin stepped up and agreed to do the dirty deed.

Ari finally remembered to cast Mage Armour before they opened the graves, clearly ready for imminent zombie attacks. Just in case, Cru pre-cast Guidance on himself. Darin asked if he could get guidance for a check; nope, it’s already been cast on Cru… oh dear, they forgot about Torren who can cast it too.

The graves were opened.

A MADDENED ZOMBIE ROSE FROM…. no, nothing happened.

The graves contained a guard from Mirabar, a tradesman or blacksmith, also from Mirabar, an Earth cultist in black robes with a golden mask and an Air cultist in robes.

Ambush time…. Or not.

As the party moved on towards the site of magical activity on the Dessarin Road, Uffo detected some voices and the smell of smoke and the party got the drop on a large group of bandits. The bandits appeared to be attending a sermon by a priest in dark blue robes and flanked by two warriors with shark-toothed longswords wearing the same dark blue livery. There was also a mercenary present, unarmed, who looked like he was getting a bollocking in front of everyone.

During the setup of this particular battle a certain amount of puerile banter was taking place around the table. The DM was not happy about this. Mainly because he was busy setting up the fight and couldn’t join in, and so he wasn’t actually paying attention but clearly Uffo was very unimpressed with Ari and did a Cutting Words on the wizard.

The bandits heard, surprise was lost, everyone blamed Uffo, everyone should have blamed the DM. The loss of surprise wasn’t necessary but the DM found it funny. No one else found it funny but that’s not my fault is it? Er.. is it? Oh well, shit happens.

Major Butthurt paid a visit to the game, hung around for a while, and then buggered off again. See you next week Major!

The DM pointed out that the mercenary was not hostile and not on the initiative list.

Ari threw a Shatter spell into the middle of the bandits and was super impressed with how much damage she did to everyone. Unfortunately, ‘everyone’ also included the non-hostile mercenary that was not on the initiative list.

The non-hostile mercenary turned hostile and was put on the initiative list.

The party were unimpressed.

The mercenary ran off on his turn taking an absolute fuck-ton (imperial, not metric) of useful information with him. On the plus side this means the party absolutely cannot go to the ‘wrong’ main dungeon now as they have no idea where it is.

On the downside the DM now has to figure out how to get this information to the party later on <sigh>.

Roll low, sweet chariot

Ten bandits attacked 7 players and hit one of them once. Twats.

Kroq ran up and flame-breathed three bandits and rolled a really piss-poor three fire damage. There was much mockery right up until the DM removed all three from the table. 8 points of shatter + 3 points of flame breath = 11 points of dead bandit. AoE tag team for the win!

Ari did some totally cheaty divination shit, subbed in a 20 and ranged spell-crit the Priest. The DM had to tack on another 30 HP to make up for it.

I’M JOKING! I only do that shit at the start of the fight. Mostly.

Darin then did a totally cheaty 2d6 sneak attack that the eagle eyed DM totally spotted and questioned immediately only to be pointed at the table in the book that he had never seen before.

Fucking Rogues.

The DMs main aim here was to get the two Reavers next to the two squishies, Ari & Helmuth, as they do extra damage to unarmoured creatures. Two bandits did manage to run the gauntlet and get to Ari.

The dice got a bit funky with the DM rolling 5’s (or less) on everyone but Ari who he seemed to roll nothing but 19’s on. Cru, not to be outdone, decided rolling 7’s was the stylish thing to do and proceed to roll them often.

Reaving

The two bandits got Ari worried and she asked for assistance. Not one toss was given.

Seriously, not one single one.

Uffo even threw in a “You are safe, everything is fine!”

That is so going on a T-shirt.

Lot of people did lots of things that didn’t involve squashing the things threatening the squishie. Ari and the DM shared a look. It said a lot.

The two bandits got flattened but Ari had to flatten one by herself, with a quarterstaff no less. She was so elated she made a fatal mistake… she was 25ft from a Reaver and forgot to move after the attack on the bandit.

CHARGE!

Ari got flattened. It was a nasty sword too. It had shark teeth in it! It looked like it hurt a lot! Ari and the DM shared another look. It also said a lot. The DM particularly admired Ari’s self-control.

But still…

WIZARD DOWN!

As Drikk Fra-Kar, six-time grand champion of the Luskan extreme arena once said “Look meatheads, it aint difficult; look after the squishies and the squishies will look after you”

On Helmuth’s turn Ari was insistent that he Ray-of-Frost the big bad guy at the back until she realised the big bad guy she was pointing at was actually Kroq.

A bandit found out why you don’t ever hit a Tempest Cleric when Torren used Wrath of the Storm, aka ‘thunderously smite thingy’ and obliterated the poor sap.

Stuff got mopped up, fight ended, no loot found, the guy with the information was miles off in the woods somewhere cleaning out his trousers.

Attack Site

Having been to the last place they should have visited first, the second to last place they should have visited second, they now went to the second place they should have visited third.

That sentence does actually make perfect sense. It helps if you have been drinking I think.

The book description of this site assumes the party are coming from Beliard and not Womford. Just sayin’ Beaver!

They arrived at a point about a mile off the Dessarin road to find a dozen dead Mirabar guards and two cairns. The bigger cairn held 5 bugbears, the smaller held a female human in dark robes with a golden snarling gargoyle face. The mask was gilded tin and not worth anything. Ari took it anyway. It was rancid.

Tracks led from the attack site to the river where there were marks from a keelboat.

Ari attempted to wash off the mask, the DM, just for shits and giggles, made her roll a Dex check. It’s easy, so an easy check is a 5. She rolled a five. So close!

Beliard. Finally!

In Beliard they learned a few things;

– The delegation left heading south to the abbey

– They were watched by a man in robes with a gargoyle mask

– Riders on giant vultures were seen flying above the road shortly after the delegation left

OMG WTF is actually going on then?

So, putting it all together in the right order (for a change);

– The Delegation left Beliard and headed south

– They were ambushed by Earth cultists who used bugbears as troops

– Those troops came and went from the river on keelboats

– Another fight took place further downriver between the Earth cultists and some Air cultists

– No bodies of actual delegates have been found, only their guards

– Some stuff, which may or may not have belonged to the delegation, showed up in Womford… sorry, that town is now renamed Fucking Womford.

The party know the whereabouts of some of the Air cult at Feathergale Spire. The party do not know the whereabouts of anywhere else at this time. Coz they stuffed it up.

End of session.


Next time on Ten-foot Squares:

– What will they choose next, the Valley of Death or The Spire of Doom?

– Will Uhffo remember the WoMM without being reminded?

– How many things will Kroq manage to fit into a single turn?

– What harmless bystander will the party twat next?

Tune in next week to find out!

PoA Episode 3: Let’s go to Womford!

Starring:

Henry as Darin the Rogue – Oh and you’ll just pop out and play the flute?

Adam as Ari/Beaver the Wizard – I think we should go to Womford!

Jake as Kroq the Fighter – I run up and poke it!

Chris H. as Uhffo –> “Uuffo!” the Bard – I will roll initiative on you fuckers if we rest!

Matthew as Cru the Cleric – Can I look up and examine the ceiling?

The DM – He’s malnooish.. malunor.. malo.. oh fuck it, you know what I mean!

Prelude

The main story so far:

– There really still isn’t one; it’s really still a prelude dummy.

Shopping

Back in town the group went shopping and then rested. Cru found out the glowy orb was a ‘Driftglobe’ which is basically a rather underwhelming floating light bulb and absolutely does not explode, or do anything else very interesting. It can cast a really bright light in a really big area once a day so that might come in useful at some point.

A reasonably reasonable discussion took place on ownership of the Wand of Magic Missiles. The DM was shocked at the lack of the usual bickering. Yeah, that shit didn’t last long.

Ari was somewhat unimpressed that she only has 11 hit points at level 2. Kroq, on 28, was rather smug.

As the party left the inn the DM remembered they were owed 50g each for clearing out the Necromancer’s Crack. As they had finished shopping this meant some of them now had enough money to go back shopping again. Yeah, this was technically a DM fuck-up but they didn’t even remember the quest, let alone the reward, so I can live with the guilt.

Kaylessa, the inn-keeper at the Swinging Sword inn, had sent the group to the Necromancer’s Crack believing that might be the source of all the odd happenings recently. Alas, it was not so. Some weird shit is still going on.

Uffo discarded the severed arm he had been lugging about since last week.

Spelunking

As the group left the inn a large sinkhole opened up in a street nearby and three kids fell in. A woman ran up to the hole and the edge crumbled and she fell in as well.

Kroq did what Kroq does and ran up to the hole. He fell in as well.

Uhffo approached the hole and asked “Can I perception?”

He rolled a 1.

Darin> No, obviously you can’t bloody perception!

Uhffo spent several seconds studying the large hole in the ground, turned to the group and informed them that that it was indeed a large hole in the ground. He then carefully walked to the edge of the hole which promptly crumbled and he fell in.

Ari, having thought about it for a bit, lay down and carefully crawled to the edge of the hole, it did not crumble. Within the hole is a big pile of dirt with all the fallen people on it, unharmed, but there’s a much bigger cave system down there. A rope was tied off and lowered to those below.

Kroq asked what they should do about the kids. Ari asked “What kids?” <sigh>. The unfortunate townspeople were evacuated from the dark pit.

Darin had a conversation with a couple of the town elders who were wibbling on about not moving the stones and not disturbing the Delvers. The elders demanded the party not go down the hole.

The party went down the hole.

The Rusty Ring

It was dark in the hole and light was needed. Kroq requested it be cast on his battle-axe so Uffo cast it on his armour and made it pink.

They were in a large cave with a tunnel leading off north and a big stone door to the east with a rusty ring-pull handle. A joke was now made relating to a rusty ring that I am not going to replicate in print. Yeah, says it all.

Ari, a divination wizard, pulled out some tarot cards and did a reading on where to go next. The cards, according to Ari at least, indicated the party should go through the rusty ring door.

The rest of the group obviously headed the other way up the tunnel.

The tunnel ended at a doorway that Uffo judged was under the wagon works. This ties in with information from a grumpy halfling they met in the pub in session 1 that something dodgy was going on in the wagon workshop.

The party returned to the original room and progressed through the rusty-ring door. They came to a 4-way junction and were trying to decide where to go when Ari pulled out the tarot cards again.

At this point the game degenerated into a discussion about Darin’s invisible hand, various character’s combat efficiency (“Oh and you’ll just pop out and play the flute?”) and the interpretation of the tarot cards; “YOU don’t know the cards!” <sigh>

Rats!

The party chose a direction and eventually found a room where several giant rats were feeding on three corpses.

Uffo inspired Kroq (lasts for ten minutes) then Kroq moved up and loosed his breath weapon attack hitting all of them. It was a little underwhelming with three of the rats making a save. If you add up the total damage it was decent but it didn’t kill any of them, just set them smouldering and pissed them off.

Darin, very happy now he has some proper l33t roguey skillz, ran up and stabbed a rat to death then performed a bonus disengage action. There wasn’t actually anything near him he needed to disengage from but it seemed to make him happy.

Ari tickled some of them with an Acid Splash and Cru tickled something with a Sacred Flame. Cantrips aren’t great at these low levels.

Kroq blew a rare inspiration to kill a rat. It seemed to make him happy.

Uffo attempted to tame the last rat with some rations. Someone pointed out that it would be really handy if he had, say, a severed arm to feed it about now. Uffo performed an animal handling check to tame the frenzied, near-dead, smouldering, acid burned rat; “Now caaaaaalm down…”

It launched itself at his face and bit off a chunk of his ear.

The poor creature was eventually put out of its misery (the rat, not the bard).

The three corpses were found to have a strange emblem carved into their foreheads.

Floaters

The next room contained a rock, roughly 1ft in diameter, floating about 5ft off the ground.

Uffo wanted nothing to do with it. Ari said “I’m not doing shit”. Kroq, doing what Kroq does, ran up and poked it.

It didn’t explode. Opinions were split on whether this was a good thing or not. Further investigations took place:


Ari> Can I examine the ceiling?

DM> You can, you look up and see nothing unusual.

5 seconds later:

Cru> Can I look up and examine the ceiling?

DM> Uh.. yes… you can, you look up and see nothing unusual.

Ari> /facepalm


Eventually they discovered that an area around 10ft across that was magically enchanted to lift items weighing something less than a Dragonborn in heavy armour, like a halfling bard who now found himself flying.

Is it a bard? Is it plane? No its.. Oh, wait, it is a bard. Shit.

As the DM I literally have all the answers in front of me so it’s easy to mock but it should be born in mind that this is a game where strange things can, have, and will explode in your face if you touch them inappropriately. So while this simple floating rock did hold the party up for quite a long time, they managed to investigate it without taking any overly stupid risks.

As the party departed the room and discussed what the magical lifting beam thingy (technical arcane terminology) was for, Uffo was heard to say, in a very sarcastic tone, “So someone just built a cave for floating rocks in then?!”

The DM had a quiet little chuckle to himself.

Chillin Out

The next room contained a large statue of a Dwarf with a dagger and there were coins and gems on the floor before it. At a distance of around 5ft from the statue is a ring of fine gravel. Having been held up by a floating rock for 20 minutes they were now held up by a ring of gravel for another 10 before Cru stepped up and stepped over.

Nothing happened.

The dagger was clearly magical and Darin and Cru both wanted it and both wanted to know what it does. However, that would require at least an hour of study i.e. a short rest. They are in a room with three doors. They only know what is behind one of them; the way they came in. They decided to rest. They didn’t need to rest but rest they did, in the middle of a dungeon, in a room with three possible approaches, none of which were secured.

Uffo was unimpressed.

About 20 minutes into the rest, coffee brewing, power naps being taken, Cru staring relentlessly at the dagger, they party were ambushed by 6 cultists sent into the caves by the elders. The cultists were wearing the same emblem that was carved into the foreheads of the three corpses by the rats.

Uffo was very unimpressed.

The bandits got two rounds of combat in before most of the party got to act and the DM was extremely unimpressed with their performance. Only a few attacks landed out of 12 attempts and most of those were on poor Cru. These guys sucked monkey balls.

Kroq asked if he could use his bardic inspiration. The DM pointed out it lasts for 10 minutes and they had rested for 20 and so it had expired.

Uffo was majorly unimpressed.

The party had managed to whittle down half of the McWhiffy brothers when the other door opened and a half-orc thug, having heard the fighting from the other room, ran in and joined the fray.

Uffo was spectacularly unimpressed.

Uffo then landed a Tasha’s Hideous Laughter on the new arrival who promptly collapsed on the floor laughing and that’s pretty much where he stayed until Darin finished him off with a backstabby rapier attack a few rounds later.

Having survived the rather scary fight it was noticed that Uffo had forgotten about the rather powerful Wand of Magic Missiles and not used it.

The party were unimpressed.

Developments

So, something resembling the following conversation took place:


Uffo> I told you we shouldn’t have rested; you are all bunch of cunts!

Party> Should we finish our rest?

Uffo> WHAT. THE. ACTUAL. FUCK? You have to be kidding me! I will burn this place down! It will be on! I will roll initiative on you fuckers if we rest! <insert more of the same here for about 10 minutes>

Darin> But we’re all fucked and if we rest we can heal up with hit dice.

Uffo> Oh. Ok, lets rest then <starts playing his flute>

DM> <sigh>


The dagger turned out to be called Reszur and has +1 to attack and damage, is silent when attacking or cutting and can be used as a dim light source.

The thug came from a bigger room, the McWhiffy brothers came from a short corridor with another door. Light was dim so the DM had them roll perception checks and told them there was a whimpering sound coming from a pile of rocks in the big room and there was a chair that looked a bit odd in the corridor. They headed into the big room.

The whimpering was coming from a young boy buried under the rocks. They got him out and, once Jake assisted the DM with the word ‘malnourished’, gave him some food and drink. The boy imparted some quality information:

– The elders are a group calling themselves the Believers

– There are a bunch of big rocks in a big room at the end of the cave. The rocks move about from time to time. The Believers have never seen the rocks move.

– There are a bunch of dead bodies in the big cave that the Believers call Delvers.

– The Believers believe the spirits of the Delvers move the rocks as portents of the future and will warn them of danger if only they can read the signs.

At this point the town lawman Constable Harburk showed up. Insight checks were made and the party felt he was to be trusted. He said he would take the boy back to town and indicated he would start an investigation into the elders and the bodies in the cave that the rats had eaten. Several travellers had gone missing from Red Larch in recent months and this is now a murder investigation.

Darin wanted to be deputised but Harburk felt the rogue was a loose cannon on the ragged edge and would probably break all the rules in his crusade to chase down the vicious perp and only end up being put on administrative leave and having to hand in his badge and hand-crossbow… er.. if he were ever given them… or something..

Where was I? Oh, who cares? Onwards!

The party could choose to go investigate the dodgy chair or back track around to the first crossroads they came to. They had to pass the dwarf statue to go either way. From the dwarf statue the chair is 60ft away, the cross-passage is 280ft away (yes, I counted it). They went to the cross-passage <sigh>.

The other passageway led to a dead end. As they backtracked they heard footsteps running off because someone followed them out and has now gotten away. They got back to the chair and found signs someone had been hiding behind it and soiled themselves.

Now, because they did the wrong thing (again) the DM has to try and work in information they were supposed to get from the dude they incompetently let escape. It was right there but you couldn’t just walk up and look at it could you? Noooooo! You had to go walkabout 5 times around the bloody dungeon instead <sigh>

Into the big cave and the boss fight. Yeah, he’s got some tricks but he’s not really a boss as was about to be proved.

The not-quite-a –boss, not-quite-a-fight, fight

Big cave full of big rocks, bad dude hiding, Uffo and Darin rolled high perception and spotted him standing on the ceiling (Spiderclimb). Uffo and Ari rolled a high initiative and Uffo landed some fairy-fire shite that rendered him visible to everyone and gave them advantage. Fuckers.

Not-quite-a-boss got nuked hard by Ari and retaliated with a Shatter that got some knickers a bit wet and knocked out Ari (again).

WIZARD DOWN!

That’s every session so far Adam. Just sayin.

Cru, understandably torn between healing Ari or nuking shit, reluctantly healed the squishy Wizard.

Booo!

The Bard stepped up and unleashed a max 3 charges from the Wand of Magic Missiles (WoMM from now on) and nuked the living shit out of the unfortunate not-quite-a-boss. He also had his airy-fairy-fire shite change colour with each missile hit. Not-quite-a-boss died like a used disco ball that’s seen one too many Saturday night fevers. He also died having made only one single attack.

As Drikk Fra-Kar, six-time grand champion of the Luskan extreme arena once said “Fucking Bards!”

The not-quite-a-boss turned out to be a priest of a cult called The Black Earth, whose symbol was on the corpses and armour of the cultists. The cave was an old dwarven quarry workshop, especially enchanted for the moving of large rocks about. Yes Uffo, they really did make this cave to float rocks in.

The priest was moving the stones about to fool the Believers into joining the cult and bringing the town under Black Earth control. The cultists killed earlier were the robed figures in the quarry at night scaring people away from the caves.

Ding-ding: welcome to level 3!

Here endeth the prelude!


Chapter One

Secret of the Sumber Hills

The main adventure starts in Red Larch with the players investigating the disappearance of a trade delegation from the city of Mirabar. They will have to gather clues that will lead them to four Haunted Keeps in the Sumber Hills. These old fortresses have become secret outposts for the cults of Elemental Evil!


Fucking Womford? Really? SERIOUSLY? Why? WHHHYYYYY?!?!

Because fucking Beaver appeared, that’s why.

So, the prelude is over and the actual proper story starts. It’s about 8.30 and the DM suggested they could get some stuff done in 30 mins and go home.

A delegation from the city of Mirabar has disappeared while heading to a nearby abbey. All of the player’s factions want this delegation found for a variety of reasons and there are some personal quest hook-ups too. The DM has seeded four locations in the information given to the party:

– They were last seen in the town of Beliard

– An area between Beliard and the abbey shows signs of heavy magic use

– Some fresh, unmarked graves have been located to the west of the abbey

– Some books, which might have belonged to one of the delegates, turned up in a keelboat captain’s inventory a long way from any of the above.

So the main quest for everyone is finding the delegation. Ari’s personal quest involves finding one of the delegation and some of his books.

At this point Beaver turned up and all sensible considerations took a jump out of the nearest window.

So here’s the thing about Beaver; imaging walking down the street when suddenly a tramp, naked except for a chicken hat, smeared in BBQ sauce and brandishing a gigantic purple dildo, runs screaming at you! It’s scary, it makes no fucking sense whatsoever, and yet it is strangely compelling. Mostly you just want to run away but a part of you also wants to see what’s going to happen next. Whatever else it is, it isn’t dull. Welcome to Beaverworld.

Beaver’s personal quest is in Womford and Adam is damn well going to rationalise all sorts of shit to make Womford sound like a reasonable place to start, instead of say, just for shits and giggles, the place the delegation was last seen at, or the place they were possibly ambushed at, or the place where some of the bodies might be buried at. Nope, they went full-Beaver and started at the end instead of the beginning. <sigh>

“What can graves tell you?”

See that shit right there? That’s called cognitive dissonance. Someone wilfully discounts what dead bodies can tell you about a crime in order to pursue self-interest and mentally deludes themselves that it’s a totally justified decision.

A vote was held on where to go next.

Ari Beaver then managed to convince both Cru and Kroq that the books were the place to start the investigation. It was like actual, real magic watching Beaver convince rational people into doing something that made no sense.

Uffo and Darin were extremely unimpressed.

The DM was pissing himself laughing. First rule of DMing etc <sigh>

Once it was over and the decision made, the DM asked a simple question:

“If you are looking for missing people, where, logically, would you start your investigation?”

The answer was unanimous (except for Beaver obviously); you start where they went missing.

The campaign book lists the available options in a certain order. Womford is last. It’s behind even the abbey and they never even considered going there.

On literally the first decision they have to make in the campaign proper, they picked the worst, most illogical choice out of 5 possibilities. This is going to be a long few months.

How not to avoid a fight

If the rumours of valuable dwarven books are true, and if they originated with the delegation, they are almost certainly unlawfully obtained. So Ari wanders up to the first sailor on the Womford dock and outright asks to buy stolen dwarven books. Somewhat unsurprisingly the sailor denied all knowledge of them. Imagine approaching a suspected drug dealer on a street and going “Excuse me my good fellow! Can I buy some of that crack cocaine stuff from you? Hmm?” Yeah, not likely to work is it?

At this point a blue-skinned individual, accompanied by a rough looking halfling and four of his crew, approached.

Uffo stepped forward saying he would negotiate with the sailors and his persuasion came out as a rather surprising threat that if the hardened pirate captain didn’t cooperate there would be… trouble.

Well, that was one approach I guess.

This is what the book says about the blue-skinned dude: “If questioned, he denies any knowledge of books or delegates from Mirabar. Characters who present themselves as fellow rogues or potential recruits might be able to persuade him to admit that <REDACTED>. Characters who threaten or act suspiciously trigger an attack from <blue dude> and his crew.”

Roll initiative!

End of session.

Next time on DFU does D&D:

– What will the players choose as their new characters?

– Will they finally learn never, ever, ever to listen when Adam goes full-Beaver?

– Will the DM let their new characters carry over the magic items they found?

– Will the DM start them out at level 1 again?

Tune in next week to find out!

PoA Episode 2: The Necromancer’s Crack

Starring:

Henry as Darin the Rogue – I run away and then attack with my rapier!

Adam as Ari the Wizard – Can I see the Jester?

Jake as Kroq the Fighter – I can actually heal myself, it just didn’t occur to me.

Chris H. as Uffo the Bard – Too much talking, I charge in!

Matthew as Cru the Cleric – I don’t actually have a mace.

Sophie as Torren the Cleric – I lick it!

Special Guest Star: Simon as Helmuth the Sorcerer

Prelude

The main story so far:

– There still isn’t one; it’s still a prelude dummy.

Lance Rock Arrival

Two new arrivals, Torren and Helmuth, joined up with the group in town and all seven of them headed for Lance Rock to investigate the reported plague there. An investigation of the area showed a trail heading through the brush into a cave. Signs were posted warning of a plague and were signed by ‘The Lord of Lance Rock’

The party entered the cave and the DM enquired about light sources. There are 5 spell-casters in the party. It became apparent that the only one of them that couldn’t see in the dark was the only one who didn’t take the Light spell <sigh>

A body was spotted on the floor just inside the cave. Helmuth immediately ran up to ransack its pockets. It turned out to be a zombie. Momentary panic set in but the unusually robust zombie was quickly dispatched and did not rise up again.

The party carried on down a short tunnel and a bigger room opened in front of them. They started sneaking into the room but Kroq was spotted by two zombies standing on a ledge above the door. They dropped a large box of rocks on him. It really hurt.

The zombies then jumped down to start combat… well… not exactly; as zombies they just kind of shuffled off the edge and face-planted on the ground next to Kroq. They were quickly dispatched by the party and Kroq asked for some healing. One of the clerics obliged at which point Kroq said “I can actually heal myself, it just didn’t occur to me” <sigh>

There was a rock in the middle of the room covered with a dark substance. The party investigated and Torren adopted the unusual technique of licking the rock to find out what it was; dried blood.

Dwarves eh?

Close Quarters

As the party approached a small side cave Ari asked for a cleric to come and protect the squishy mages at the rear, as opposed to being in the middle where they can protect everyone <sigh>

There were a bunch of bodies in the cave so everyone piled in and Darin touched one up. Five unhappy skeletons stood up! It was looking grim for the sneaky rogue and he was badly hurt during the first round. He used his disengage action to get out of the rather deep hole he was in but then attempted to make a ranged attack with a rapier <sigh>

Kroq rolled an 18 but said it was an 8 because maths is hard.

Because Kroq has horns, the DM had previously agreed to let him use them as an improvised weapon with proficiency. This was supposed to be the kind of thing that adds flavour to a bar fight. However, skeletons take double damage from blunt weapons so, eh, it works I guess.

Everyone looked on with amazement as the hulking Dragonborn fighter charged a menacing skeletal warrior and launched a fierce head-butt at it with a pair of wicked looking horns.

He missed.

Jake was gutted.

It turns out Cru doesn’t have a mace. It’s not optimal for his branch of cleric but he is still a cleric and he’s going to have a mace dammit!


DM> Roll a perception check

Cru:> Er… 5?

*laughter*

DM: Oh ffs, never mind


It’s ok, one was found on the ground later and fixed up by Torren. The cleric has a mace and the DM’s fantasy world is back in order.

Torren absolutely obliterated a skeleton with a warhammer. The base damage would have killed it anyway but the double damage from the blunt weapon was just silly. Kroq and the two clerics tanked the skellies while the two mages and the rogue whittled them down from the back. Torren finished the fight by double-damaging the last hapless skeleton.

And then Uffo turned up <sigh>

Room was a bit limited and Chris had to make do with the crappy end-of –table slot that is in the way of the door. As Chris momentarily left the room to cook something, the DM realised the tables could be moved down a bit to give Chris some more room. When the DM suggested this to the group there was a momentary silence followed by a unanimous “Nah, fuck him”.

Friends eh? 🙂

And that’s why everyone was laughing when you came back in the room Chris.

The Necromancer’s Crack

The only exit unexplored was a narrow corridor, barely one person wide, leading into darkness which was promptly named the Necromancer’s Crack. Cru bravely scouted down the passage with Uffo close behind. The room at the end had three zombies in it dressed as a jester, an old maid and a bear. They seemed to be acting out some weird undead comedy.

Stealth checks were rolled and the zombies, seemingly unaware of the two intrepid explorers, carried on cavorting around the cave. The two heroes didn’t notice the zombie’s antics brought them ever closer and as Cru moved through the cave the zombies attacked!

The cleric was molested by the bear and the maid, while the jester moved into the Necromancer’s Crack and assaulted the bard.

Ok, that’s a contender for weirdest thing I’ve ever typed.

As Drikk Fra-Kar, six-time grand champion of the Luskan extreme arena once said “Necromancers are dicks! Sure, first it’s all ‘I just want to retire to a cave in the country and raise a family!’ but then when you get called in to sort out the smell, they don’t just kill you, they make you perform like a trained monkey!”

The rest of the party moved into the crack but were stuck with ranged attacks because the necro’s back passage was blocked by an insanely cheerful halfling.

Ari, at the back of the Necro’s Crack, wanted to launch a Flamebolt at the zombie and asked the DM if she had line of sight on it because most of the party were in the crack between her and the target. The DM said “Yes, but it’s a really narrow passageway and full of people so whatever you do, don’t roll a 1!”

Ari rolled a 1.

The DM was super impressed!

Decision time! As there were 6 party members in the crack, the DM let the fates decide it and rolled a d6 for it; a very unimpressed Darin caught the Firebolt in the back of the head for half damage.

Cru, initially somewhat worried by having two badly dressed thespian zombies trying to eat his face off, came to realise that A) zombies can’t hit the side of a barn and B) he has more AC than a barn anyway.

Uffo, on the other hand, does not. For the halfling bard, face-tanking a jester zombie was not working out too well and there was a distinct feeling of ill will towards the irritating little shit brave little troubadour.

Torren attempted to jump on the halfling’s shoulders to attack the skeleton. Ok, that’s different but.. fuck it, works for me. Torren had to roll an Athletics check, and passed it. Uffo, however, let everyone down and failed the Strength check required to support a heavily armoured Dwarf. The two vertically challenged members of the party collapsed in a heap.

Eventually the Necro’s Crack was unblocked and the adventurers slithered out of it and polished off the undead actors. They then split the party (the fools!); Cru, Uffo and Helmuth went one way and Darin, Kroq, Ari and Torren went the other way.

Darin and Kroq approached a pair of chests and were mocked by the disembodied voice of the Necromancer before he dropped a load of rocks on them. Darin was not in the best of shape following Ari’s wayward Firebolt but the save to avoid the damage was a Dex roll, it’s only a DC10 and he has +5 anyway, so anything over a 4 on a 20-sided die would do it.

Yeah, he failed.

ROGUE DOWN!

Darin was unimpressed.

Rats!

The party regrouped and headed into a large chamber. A hooded figure was nearby with its back to them. Stealth rolls were made and the party started moving into the room. Unfortunately, dwarf clerics in chainmail are not built for stealth and Torren was noticed by what turned out to be a zombie and then a fight started with 6 giant rats joining in.

Soon after the players discovered the terrible truth: these were in fact… GIANT ZOMBIE RATS!

Yeah, they couldn’t hit for shit either.

Except for Uffo, they nailed Uffo.

The zombie survived no less than 8 attacks before it finally fell. It didn’t have massive hit points, it’s just that every time they hit it, they rolled low damage.

The Necromancer was waiting at the end of the cave with four skeletons. He demanded the adventurers bow before him and surrender to the Lord of Lance Rock!

The adventurers demanded he sod off! He actually did! He ran off and the skeletons attacked the group.

Highlight of the skeleton fight was probably Kroq actually landing a head-butt and killing the skeleton with it. Jake was super impressed.

The skeletons were defeated but it took the use of some resources to do it. Spell slots were running low or gone altogether and hit die were used up. A discussion on long-resting was held, the players wisely decided not to (bad things would have happened) and they pushed on into the Necromancer’s lair.

Disco Ball

Oval room, decent size, an altar made of severed arms is in the middle of it with the top arm holding a glowing crystal. Hovering above the crystal is the sigil of a dark purple eye.

<DM Note> this is what is supposed to happen; the necromancer is hiding behind the tapestries in the room. As soon as anyone examines the crystal on the pedestal, he makes an announcement about seeing the evil eye and attacks. First rule of DMing; they never do what you want them to do.

So, instead of just walking up and eyeballing the fucking thing, they huddled in the entry arguing about it discussing strategy. Ari cast mage hand and picked the crystal up remotely.

Well fuck, that’s not in the book is it? Ok, so now we are improvising <sigh>

Ari had the mage hand move it halfway to the door. Now it is in range of everyone if it does anything nasty like, explode or stuff. Ok, full disclosure; the DM might have slightly intimated that that might happen even though it wouldn’t. I know, I’m a dick.

Ari, taking some flak from several very worried low hit-point party members concerned about getting caught in an explosion, moved it the other side of the pedestal.

Getting tired of the faffing around, Uffo announced that he was charging in to save time.

He charged in.

At the table, Chris then pulled out a drum and spent 20 minutes not being able to play it. Everyone was super unimpressed.

So Uffo runs into the room to the pedestal but doesn’t inspect the orb because Ari has moved it and Uffo can’t run that far. All you had to do was walk in and look at it but nooooo, you had to be creative didn’t you? <sigh>

Ok, so now everyone is tired of the faffing about and they all start moving into the room, so obviously Ari pulled the orb out of it. Seriously, the book says absolutely nothing about the orb going three times around the room with no one looking at it and then it exiting stage left 

The DM has had quite enough of this shite; the Necromancer appears, wibbles on about THE EVIL EYE for a bit and then attacks.

Beaver appeared! Ari asked if the guys in the room minded being AoE’d because she had a really good AoE spell <Sigh>

It was then determined that Ari did not in fact know the Magic Missile spell. The defining D&D wizard spell. It’s not the greatest damage but it always hits. It’s a wizard staple. Old reliable. Your go-to, get-me-the-fuck-out-of-a-hole spell. The ‘fucking-hell-this-thing-needs-to-die-and-I-can’t-afford-to-miss’ spell.

Ari explained she had didn’t need Magic Missile because she had something much better. She cast her whizzy new Ice Knife spell at the Necromancer! The Necro made the Dex save and Ari hit for… 2 whole points of damage.

<sigh>

Ari was unimpressed.

So was everyone else.

The Necromancer, however, does have Magic Missile and he lobs a level 4 version at Ari. Two reasons; squishy, dangerous wizard and she fucked with the orb.

However, the DM ‘slightly’ underestimated the potential damage output of a level 4 Magic Missile spell and nearly accidentally killed Ari outright for the second week running <sigh>

WIZARD DOWN!

Somewhat shocked at watching Ari get wtfnuked into a crumpled heap, there was some discussion about disengaging and legging it ‘tactically retreating’, but they stuck in there. Ballsy! Stupid, but ballsy.

Cru got touched inappropriately by a cold hand. Helmuth complained they should have rested. Darin discovered he had spent the entire dungeon rolling a d6 for his rapier instead of a d8 <sigh>. Kroq laughed at the need for ‘spells’ and hit it with an axe. Uffo insulted its mother. Torren hit it with a big hammer and killed it.

Ding-dong the witch is dead.

Uffo attempted to revive Ari by force-feeding her an entire days rations. The DM dismissively pointed out she was still unconscious. Uffo smugly pointed out that at least she wasn’t hungry.

Yeah, ok, give that one to the fucking bard.

The ‘halfsies’ healing potion was very reluctantly used and Ari was back on her feet. 25g well spent or not?

Loot was looted and argued about. Then it was argued about some more. Then it was argued about even more <sigh>. A tasty Wand of Magic Missiles (WoMM) turned up but they will have to wait till next week to find out what the orb does.

Next time on Ten-foot Squares:

– Will the bard make it within 2 hours of the start time next week? (you know we hate love you though, right Chris?)

– Will either of the obviously useless the clerics finally bring something to the party?

– What will Torren choose to lick next?

– How much musical abuse can Henry take before beating Chris to death with a miniature xylophone toy drum?

– Who will the DM inadvertently nearly kill again next?

Tune in next week to find out!

PoA Episode 1: Full DiCaprio!

Starring:

Chris as Uffo the Bard – Yes, Chris is playing a bard. It is just as bad as you think it is!

Henry as Darin the Rogue – Trusts no one, especially the bard

Adam as Ari the Wizard – Different name, same old Beaver

Jake as Kroq the Fighter – Really doesn’t like the bard

Matthew as Cru the Cleric – Total waste of space, don’t know why they bothered bringing him

Prelude

The main story so far:

– There is none, it’s a prelude dummy.

Arrival in Red Larch

The abuse started before the table was set up and thus the DM missed recording some of the funnier comments but I did hear “STFU newbie” as the veteran of one whole (short) D&D campaign attempted to assert dominance over the new player.

It was then pointed out that offending the healer was probably not the smartest move ever, especially given how squishy level 1 characters are.

The group introduced themselves to each other and it’s probably best if I just summarise and leave out most of the abuse:

– Darin: Wood Elf Rogue who doesn’t trust anyone and immediately hates the bard and the preteen elf. Here to find someone called Windharrow and avenge the death of a friend.

– Kroq: Draconic Fighter who doesn’t say much. Seems to hate the bard. Doesn’t seem overly impressed by the preteen elf. Here to find the Gladhams; a farming couple who were once kind to him and have since gone missing.

– Cru: Indecisive Cleric on a mission from god. Doesn’t know what the fuck to make of the bard. Here at the bequest of his deity, Thoth (immediately and irreversibly changed to The Hoff), to find the source of the recent troubles and end it.

– Ari: Elf Wizard. A 35 year old female elf. In elf years that is a pre-teen. Just imagine a 14 year old’s wet dream of a Warcraft Night-Elf and that’s what you get. Doesn’t seem to mind the bard. Due to meet her mentor in Red Larch. Is bored and looking for adventure in the meantime.

– Uffo: Halfling Bard. Insanely cheerful. Possibly just insane. Staggeringly irritating and has a miniature xylophone that Chris can’t play so, because he doesn’t know the right notes, he makes up for it by playing the wrong ones LOUDER! <sigh>. He is in the Dessarin Valley to hunt down Bastian Thermander, an arsonist who killed some of his close friends.

Adam immediately volunteered to be the group treasurer and genuinely didn’t understand why the others don’t trust him (it might have something to do with a crossbow and a broken promise from the previous campaign). In the ensuing debate Ari pulled the High-Elf vs Wood-Elf snobbery card. Darin was unimpressed.

Ari, the wizard, immediately set off to the weapons shop to buy a shortsword. As a wizard. A shortsword. At least it wasn’t a lance I suppose. “Well maybe I’m wrong and that sword will get a lot of use” thought the DM at the time.

Uffo wanted to perform in the town inn to earn some money and Ari said she would do a pole dance with him <sigh>.

The party talked to the innkeeper and a few people around town and picked up a handful of minor quests. They then girded their loins and set out for adventure!

Yeah, that sounds exciting doesn’t it? It was more like a school trip with a bunch of squabbling kids. Although, these were heavily armed squabbling kids with magic and a miniature bloody xylophone.

Bears and Bows

This campaign is being run with a milestone experience system. This means the characters will level when they reach certain points in the story. It also means they don’t have to worry about murderizing everything they see for experience points.

The group have been told about a small band of bandits that raided a caravan just outside of town. They arrived at a possible hideout location to find 5 bandits and a nearby wagon with a cage on it. There is a very large, very angry black bear in the cage.

The bandits attack immediately; roll initiative!

First roll of the campaign and the DM nails a 20 for the bandits, they go first. To balance that out the dice gods landed a 2 for the bear so that goes last.

The bandits spread the love around with short bow attacks and the DM landed a crit on Cru and knocked him unconscious before he even got a go.

CLERIC DOWN!

KO’d in his first campaign before even getting a turn! Welcome to D&D Matthew!

Ari lobbed a Magic Missile at the spike holding the cage closed and broke it, thus allowing the bear to get out. Uffo healed Cru. Darin and Kroq stayed at range and shot at the bandits and two of them died from the magic and arrow assault.

The bear broke free and charged into the middle of the three remaining bandits and damaged one of them pretty badly. That unfortunate bandit, who had just seen two of his mates killed and then been assaulted by a very pissed off bear, then had his mother insulted by an insanely cheerful halfling holding a mini xylophone.

The bandits, with a very large, very angry bear up in their grill, forgot about the party and attacked the beast instead.

Some things never change

Then it Ari’s turn again.

Now, in D&D your actions have consequences. If you take stupid, badly thought out, irresponsible or selfish actions, the DM will probably punish you for that. It’s his job. In the last campaign Adam/Beaver was a master at taking stupid, badly thought out, irresponsible and selfish actions and was frequently punished by the DM for doing so.

But this is a new campaign and Adam has a whole new character that is nothing like Beaver.

So, Ari wants to fire an area of effect attack at the bear. Kroq, who is one with nature, objects to this saying that the bear hasn’t done anything to them yet. Uffo doesn’t want the bear attacked either because he held out a faint hope of mounting it using it as a mount. Cru also voiced his concerns about attacking something that hasn’t harmed them yet. Darin didn’t really give a toss either way but did point out that bear might just run away if they left it alone.

So this is a creature that might not be a threat if left alone, would definitely be a threat if attacked, and the rest of the party overwhelmingly do not want the bear attacked.

Ari attacked the bear <sigh>

Ever so faintly, far off in the distance, the DM heard a plaintive voice say “We are all a team here!”

As Drikk Fra-Kar, six-time grand champion of the Luskan extreme arena once said “Generally speaking, you should always respect nature. When nature weighs 800lbs, has long claws, large teeth and a really bad attitude, you should respect it by leaving it the fuck alone. When nature can run faster than you can, staying the fuck away from it isn’t a bad idea either.”

Now this bear has a very specific behaviour protocol. It is angry but it also wants to escape. The first thing it does when it gets out of the cage is attack the nearest thing to it, in this case random bandit number 3 (the one whose mother resembles a goat, apparently). If it is damaged at any point it will instead switch to attack whatever hurt it most recently. When it has killed what last hurt it, it will run off as long as nothing else hurts it in the meantime.

Ari just hurt it and is now top of its shit list. However, it is also very nearly dead.

Kroq moved up and used his breath weapon which is a cone attack. Nature lover that he is, he decided to angle it so the two remaining bandits got hit but not the bear. He killed both of them and all the bandits are now dead.

Ari was unimpressed.

The bear ran up to Ari and went ‘full DiCaprio’ on her with a bite and a claw attack and knocked her unconscious.

WIZARD DOWN!

At this point Major Butthurt appeared and Adam started counting squares <sigh>. Bears get 40ft of movement so suck it up, Princess.

Having twatted the twat that twatted it, the bear ran off giving Cru an attack of opportunity. Cru decided not to take it and let the bear go.

There was some discussion about healing Ari but the bear was still making its escape and the DM pointed out that Ari would probably still be able to attack the nearly dead creature if the party healed her this turn. Ari showed absolutely no remorse for attacking the bear at all. A group vote was held and Ari was not healed until the bear escaped. Ari was unimpressed. Good times.

Healing spells were cast and loot was looted. The first quest of the new campaign is now complete!

The group returned to town for rest and resupply.

Oh dear god what have I done?

Stuff that happened in town. Be grateful I have shortened this shite because it went on for a very long time:

– Lengthy discussion on female-elf breast size and the fact that Adam writing ‘buxom’ on his character sheet only means buxom for an elf and is not buxom compared to everyone else. <sigh>

– Uffo gave the group a rendition of the very popular classic ‘Darin is a cunt’ on a mini xylophone. Yes, that actually really happened.

– There was a lengthy discussion on all the instruments Uffo thought of bringing to the game that the DM never, ever wants to hear played at the table.

– There was shopping.

– Ari tried to pull the old “let’s go halfsies on a healing potion and I’ll just hold onto it for now if that’s ok?” trick on the newbie. Cru seemed reluctant.

– There was absolutely zero trust on the gold sharing issue and Ari was still way too eager to be treasurer.

– During the shopping the DM overheard Ari say to Cru “If you go down, I’ll use it on you”. Slut.

– Uffo seriously considered using a hard earned inspiration to bullshit a shopkeeper into a minor discount on something that didn’t cost very much anyway.

The Tomb

One of the local kids had seen a ghost near an old tomb and the party were asked to investigate.

They arrived at the location and found a door, slightly ajar, heading into a barrow. They took a good look around and noticed what might have been part of a large footprint and other prints that possibly belonged to a small humanoid.

Uffo squeezed inside the gap in the door but bumped into some metal that had been piled up against it. The metal fell down with a loud crashing noise. The group waited a while but nothing terrible befell them and so they opened the door properly and proceeded into the tomb.

The tomb was about 30ft square and has a single metal door set in the wall off to one side. Adam rolled perception without discussing it with the party. There was a frank exchange of views. The whole group rolled perception and found nothing.

Adam earned an ‘inspired use of sarcasm’ inspiration from the DM for asking if it was ok with everyone if he rolled an Arcana check.

When the party approached the door a ghostly figure appeared before it and raised a sword in warning. When they backed off the figure lowered the sword. The figure did not respond to attempts to communicate.

Oh Crap

So obviously they really want to get behind that door but need to get this thing out of the way. Some interesting assumptions were made about it before a cunning plan was hatched.

The party gathered on one side of the room and Ari used Mage Hand to try and open the door. The ghostly figure immediately attacked Ari, moving right through Kroq to do it.

This enemy has an AC of 12 so it is pretty easy to hit. It has 22 hit points so reasonably robust but nothing to really worry about. However, it hits for 3d6 necrotic damage, averaged out at 10 points per attack. Level 1 characters are really squishy.

At the start of the game the DM had flippantly said “It’s not like I would kill anyone in the first session”. The ghost hit Ari for 10 hit points. Ari only has 9 hit points. Ari falls unconscious. Ari has to make a constitution save or those hit points are unrecoverable until the next long rest. As that is more missing hit points than Ari has, if she fails the saving throw she is dead. Deceased. An ex-buxom elf, nailed to a perch etc.

Oh shit.

Ari passed the save.

The DM breathed a sigh of relief.

When Ari fell unconscious, the mage hand spell failed. With nothing near the door and having not been attacked by anyone, the ghost moved back to protect the door.

Ari made a death save and rolled a 20, recovered a single hit point and was back in play.

The party discussed it and decided to stay and fight. Ballsy. Stupid, but ballsy.

Darin ran up and stabbed it with a rapier; it took half damage.

Uffo cast Tash’a Hideous Laughter at it and it failed its save but, much as the DM would have liked to see what happened, it is immune to the prone condition and the spell took no effect.

Kroq ran up and breathed on it. It took half damage. It has now taken 10 points of damage and has 12 points left, but they don’t know that.

Now they are in trouble. There’s only the cleric left before the ghost gets another turn. It will probably kill someone if it hits them.

No pressure then.

Before the game Adam had spoken to the DM, worried that Matthew might get a bit disheartened with his Knowledge Domain cleric being a bit pants at combat, at least in the early levels. A couple of possible solutions were discussed in case it became an issue. Aren’t assumptions wonderful?

Cru steps up, fires a Guided Bolt (radiant damage, not resisted), nails the die rolls, and scores… 12 points of damage and aggressively exorcizes the crap out of the Spectre. One shot fired, one boss mob dead on the floor… and all over the walls… and all over Darin and Kroq.

Aaaaand Rest

The door was opened and a chest and coffin found in the next room. The chest had a hidden compartment that contained some small but valuable items. Those not wanting to desecrate the coffin left the room, the rest opened it carefully but nothing bad happened… or did it?

Nothing was found in the coffin.

The party decided to rest. There was much discussion about resting. The DM wanted to know if they rested inside or outside the tomb. This provoked a heated discussion about the safety of resting in the tomb with the door nearly closed and the likelihood of attack by a halfling army.

The party decided to rest inside the tomb.

During Darin’s watch the sound of small feet were heard sneaking about outside. Darin shouted a challenge but sadly a halfling army failed to materialize.

In the morning Ari had a long heartfelt debate with the rest of the party about using one of her two spell slots to pre-emptively cast Mage Armour. She decided that getting into a fight soon was unlikely and would wait to cast it until they arrived at the next location; Lance Rock.

Upon exiting the tomb the next morning, the group were immediately ambushed by a goblin and a half-ogre. Ari swore long and loudly. Everyone else laughed.

The half-ogre one-shotted Kroq, the party tank. Ouch! Everyone stopped laughing.

FIGHTER DOWN!

Uffo insulted its mother. It didn’t know who its mother was and the spell had no effect.

The pair demanded the valuable items from the tomb in exchange for leaving the party alone. The group weren’t willing to part with their shiny items and the fight continued.

Ari spent seventeen hours planning the same Witchbolt spell attack three times, exactly the same way each time and then when she finally did it, did it differently to the first three times anyway. It was well worth the wait though, it hit for 3 whole points of damage,

Cru, the cleric who struggles in combat, casually reached up, cast Inflict Wounds and rotted the face off the half-ogre, killing it in one shot. Two fights, two attacks, two boss kills.

The goblin was fodder for rest of the party.

At some point during the previous mini-adventures, Ari and Cru touched something they shouldn’t have and started having dreams about the undead.

End of session.

Next time on Ten-foot Squares:

– Will ‘Darin is a cunt’ become the next big hit in the inns of the Dessarin Valley?

– Will the cleric ever pull his finger out and be useful in combat?

– How much musical abuse can Henry take before beating Chris to death with a miniature xylophone?

– Who will the DM inadvertently nearly kill next?

Tune in next week to find out!