Into the Darkenfold!!

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seskis281
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Into the Darkenfold!!

Post by seskis281 »

So my regular group goes on pause for two weeks on our campaign -- one of our regulars is out of town, and since we were paused just as the group was set to descend into the labrynth under Ludensheim (which I've expanded a bit), we decided to put on pause and run a two-week short run with different characters, and this has given me the chance to pull out and run Mortality of Green, which was one of the first C&C mods I got and have always wanted to run, just didn't fit with the campaign...

So here we go, off in pursuit of Quagmire...
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Tadhg
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Post by Tadhg »

Nice John. I love this module.

I look forward to your posts/comments as you run it (if you're will to let us know that is!!)
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Rigon
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Post by Rigon »

So jealous. I love this mod. Let us know how it goes.

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moriarty777
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Post by moriarty777 »

The two most memorable moments for my players in this module:

'The naked Fisherman' -- Great fun to Roleplay!

...and...

The Halfling Fighter going 'beserk' on the Ungern. This was the first time someone played a fighter in any of my C&C games... and it was after I modified Combat Dominance in my campaign which permitted the halfling in this case to get a second attack (potentially) on the Ungerns per round. Devastating... but necessary since between the Troll (er Troll Lord) and the nasty tree, the rest of the party was getting their asses handed to them!

It was a great game!

M
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seskis281
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Post by seskis281 »

We gamed for a little over 4 hours today, after rolling up our party as follows:
Zacharia Darkbane - Human Paladin of St. Luther (LG)
Riven - Elven Ranger (CN)
Angus Aurelis - Elven Monk (CN)
Soren Heimerschnickle - Gnome Knight (yes, you read that one right) with 18 Charisma (LG)

NPC - Terebo Jax - Human Cleric of Mordius (NG)

This module ran great! I can't say enough - excellent tension right from the start, the party elected to go to Ends Meet with Cornelius to begin, though they became acutely aware of the time pressure. So far, they have fought the Worgs (the leader got away and has informed Quagmire), and while in Ends Meet they met Charl Sands (I added a side request by him for some family heirlooms left in Alice), and encountered another party (I added) in the Cockleburr Inn, which have left to try and get the sappling first (they want to ransom it, like Gilliam).

The Knight and the Paladin are, of course, rocking along to smite evil, and keep offerring their services out of the goodness of their hearts... much to the consternation of the two Elves. The Cleric NPC is acting as the balance in the party.... Otto and the town love them so far... they did not encounter Asey at the Stump. Instead of going back to Greenbriar to pick up trail, the group headed to Alice, anticipating that they should be able to track east along the Pig trail (they have a copy of the map from the Erde Codex that I nero-shoped, erasing the keys to locations in the south)... they got more info from Ennith the Dryad at the Herbalist's shop about the map.

The random encounters were fun (yay, got to use the d12 as CK!!) - it certainly did increase chances - group had to fight 2 medium spiders one night, ran into a dark fey that morphed to an attractive Elf to attempt to lure the Monk (who wasn't fooled), then buzz-dived and ran laughing into the forest, and almost engaged a Hill Giant, but the group decided to avoid it, and had the Gnome cast Ghost Sound, imitating a bleeting (wounded) sheep somewhere off, which the Hill Giant fell for and went stomping off away from the party.

In Alice they found a large cat (a lynx) lairing in the house they needed to enter, but Jax had brought some beef and salted meats and Soren suggested maybe just feed and lure into the forest instead of attacking - which worked. The group found the items Charl Sands wanted, but a group of Horntooth's Goblins came into town and surrounded them. The Knight and Paladin decided against being subtle, and charged the group. This battle didn't last long - several nat 20's by the group and Goblin heads went a flyin'.

The session broke with the group deciding to rest in Alice before picking up the trail and searching E in the morning. I think I'll hit them with a little Loretta's ghost action during the night to start next session, and the path they're on should take them head-long straight E into Hornthooth's camp then the Flies' Den.

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seskis281
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Post by seskis281 »

Two things I will adjust probably - I want them to encounter "The Fisherman," so I plan to move this encounter S, with some false tracks leading them off the Pig Trail after they cross the Westerling. I also want to use that "cowards - a bandon yu chase sign" but since they bypassed the Battle Mound (it actually is on the map they have - they probably will check it out on the way back to Ends Meet) I think I'll make sure they run into an Ungern or two along the trail (Quagmire's boys) and have at least one flea and get away so that the "urgency" becomes increased, leading them to the Broken Vale and Horntooth. I also plan to have the party find the competing adventurers roasting on spits in the Flies Den when they eventually get there.

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Rigon
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Post by Rigon »

Good stuff, John. I'm still jealous.
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seskis281
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Post by seskis281 »

Finished Mortality of Green this past weekend - we added a new player to C&C with this game, the brother of one of our players - he played a 5th level Bard - slight house-modified class - I added two things: Bardic Restore (2/day can play to restore as Cure Light Wounds) and Enhance Initiative - 1/day can play at start (but must anounce at start) of combat a quick tune that gives +2 to Initiative for that complete battle.

So, the group awoke in Alice, met the lone Bard who had been separated from his own party, and moved E along the Pig Trail. They successfully picked up both tracks of Goblins and of Quagmire, opted quickly to press on towards their primary objective. The big battle in the Flies Den was rough... believe it or not, my wife's Elven Monk ended up being critical to combat, taking out several of the Ungern before they did much damage (she rolled several nat 20's and rolled consistently high on damage)...

The NPC Cleric nearly died twice, just barely restoring through spell and potion enough to keep going, until Quagmire batted him across the vale into unconsciousness...

One swing by his massive tree-club and Quagmire sent the Bard and the Palladin flying -- luckily they saved and maintained consciousness...

Two real fun moments - roleplaying Ian the Fisherman was loads of fun! and the final battle with Gristlebones at first seemed to threaten a TPK as the 1st round saw almost all limbs hitting party members (and the Monk and Bard starting to be rended), but the party quickly changed tactics and took out the limbs before turning to the bitter old trunk.

We ended with some stuff still out there --- they tracked back and spied Horntooth's group slowly roasting the other party that had tried to beat them to the sappling, but they decided to bypass and head back to Ends Meet. The battle mound, ironically, wasn't encountered, although the group learned of it and swore to explore... likewise a vision of Loretta's ghost had them wanting to return to Alice as well.

As this was a two-week-er, we are back to our regular game over on the other side of the Cradle of the World, right now in Ludensheim in the middle of A4...

The new bard from this game, however, will somehow be joining the main group as they continue (working on an idea that gets him across continent).

Anyway, just wanted to say how much fun this mod was!

As Ian would say "you wanna 'haf sum fish??"

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