N1 Start Time
The party wake up at 10:00am and set out on their journey, the journey takes 4 hours with no encounters, so the party arrives at the outskirts of Kiris Dahn by noon.
N2 Enter the town
Skill Challenge (Encounter 2)
The group are tested in their ability to navigate safely and quietly into the town. The skill challenge required 4 success before 3 failure and the group made 3 failures first. Failures on Acrobatics (balance on ledge), Athletics (climbing steep sides of a ravine), Athletics (swimming the river into the town) meant too much noise was made and it can be assumed that Goblins are aware people are moving around the town uninvited.
- Success 3
- Failure 1
DM note: all stealth checks are at -2, and no Goblin Patrols can be Suprised
N3 Keep Hidden
Skill Challenge (Encounter 3)
The party needs to keep a low profile, and stay out of sight of the Goblins, as it is assumed that their presance in the town is unwanted. This skill challenge requires 12 successes before 3 failures and is the most difficult in terms of complexity
The party has so far made two skill tests stealth (hide from a Goblin Patrol on the outskirts of the town and Acrobatics (climb a high wall behind the Looting Grounds (Trade district). Both were a success.
- Success 2
- Failure 0
N4 Old Ruined Monument Building
The party begun their investigation of the town in the old Trade district (area 5 on the map). The old run down neighbourhood is broken, leaning and burn’t. After finding access to a large building in the area the party encountered a Vermin Infestation (Encounter 5) They fought against Rat swarms and Stirges leading to two Characters falling under the mass of rats. A successful death save helped one and the other was stabalised after the fight. a short search turned up a nice magical robe in a Sarcophagi, and signs of recent frantic searching, which missed the lever that opened the Sarcophagi The party took a short rest to recover the massive damage meated out by the rats.
N5 Short Rest
The short rest was taken to heal up and examine the Magical Robe. Each character used 3 healing surges to heal up, and a successful Arcane check from the Warlock discovered the Robe is.
N6 Walley Roller!
After what can only be described as the worst case of dice fatigue ever, Phil’s characters should hold their heads in shame as their miss ratio was about 3-1, and in the last part of the fight The Warlock, and his Warrior couldnt hit a barndoor from 5 yards with a Bazooka! Needing 7+ on the dice and getting 4-5-5-6 was just insane! better luck next time Phil!
N7 Ranger Rules Note
The ranger was not played correctly, Elven Accuracy was not used, which allows for a re-roll on a miss once per round. Also Hunters Quarry was not used to add a d6 on to damage.
N8 Rat Swarm rules Note
Rat swarms take full damage from non physical attacks instead of half!
After completing Encounter 5 Vermin Infestation the group receive 600XP (+100 for my mistake on the Rat Swarm Damage Resistance) This puts the party on
Ranger ….. 450
Warrior ….. 450
Warlock ….. 450
Cleric ….. 450
N10 Action Points
All action points were used in the last encounter, so none are available.
N11 Money Bags
No money again from this session.
The Warlock has aquired a magical robe Fireburst Robe +1
N13 Time of Day
The group reached the town by noon, then took aprpox 1 hour entering the town and another hour looking through parts of the old trade district. This means the fight with the Vermin, and subsequent search of the room followed by a 10 minute short rest, takes them to 14:30pm. with an extended rest due at 9:00pm that night.
N14 Amunition Count
The Ranger used 48 arrows in the encounter.
N15 Skills & Powers
No daily powers were used in this encounter or other notable skills.