JG_WENTWORTH
Active Pubber
- Joined
- Sep 21, 2022
- Messages
- 47
- Reaction score
- 68
Session 13 Notes
Jan 19, 2022
If you are a member of this campaign, you should not read this.
I was a bit bummed out when I realized there was no lawful character in the group with proficiency in halberds. As a result, I decided to introduce a new house rule for switching alignments. Basically, the player will need to declare the intention to switch alignments, then commit a difficult task or action that is exemplary of the alignment they intend to switch to.
I absolutely love that the group has decided to purchase a Guild Hall (this was originally suggested by Mark several sessions ago, but they just go around to it). This will allow them to have their steward find and interview hirelings while they are away, provide a free place to sleep overnight, as well as equip new members of the guild with better arms and armor.
The group came so close, again, to finding a treasure room. This room contains enough treasure to level up half the group to three, and the rest up to two, but they walked right by it. It was hard for me to keep a straight face when Jake said he wanted to go down the hallway (that they don’t know leads to the treasure), but then Earl said he wanted to head north, and that’s where they went instead!
The decision to lift up the portcullis and head west was very puzzling to me. After the portcullis slammed shut, several of the players said they thought it was a bad idea to be there, but they just kept marching west. It was towards the end of the session, so I think they may have just been tired.
There’s a large group of ghouls through a door to the south of the party now. I rolled to see if they would hear the party fighting the imps, and the dice determined that they did not. The group really got lucky, as they would likely lose such a fight, and their escape would be made very difficult by the closed portcullis. We shall see!
Jan 19, 2022
If you are a member of this campaign, you should not read this.
Player Name | Character | Sessions Survived | XP | Level |
Brad | Waldorf | 13 | 519 | 1 |
Jake | Pif | 13 | 519 | 1 |
Earl | Everet | 10 | 417 | 1 |
Bill | Shogun | 4 | 92 | 1 |
Mark | Hildi | 4 | 92 | 1 |
Bronson | Wicktrimmer | 3 | 92 | 1 |
Collin | Bjorn | 2 | 92 | 1 |
I was a bit bummed out when I realized there was no lawful character in the group with proficiency in halberds. As a result, I decided to introduce a new house rule for switching alignments. Basically, the player will need to declare the intention to switch alignments, then commit a difficult task or action that is exemplary of the alignment they intend to switch to.
I absolutely love that the group has decided to purchase a Guild Hall (this was originally suggested by Mark several sessions ago, but they just go around to it). This will allow them to have their steward find and interview hirelings while they are away, provide a free place to sleep overnight, as well as equip new members of the guild with better arms and armor.
The group came so close, again, to finding a treasure room. This room contains enough treasure to level up half the group to three, and the rest up to two, but they walked right by it. It was hard for me to keep a straight face when Jake said he wanted to go down the hallway (that they don’t know leads to the treasure), but then Earl said he wanted to head north, and that’s where they went instead!
The decision to lift up the portcullis and head west was very puzzling to me. After the portcullis slammed shut, several of the players said they thought it was a bad idea to be there, but they just kept marching west. It was towards the end of the session, so I think they may have just been tired.
There’s a large group of ghouls through a door to the south of the party now. I rolled to see if they would hear the party fighting the imps, and the dice determined that they did not. The group really got lucky, as they would likely lose such a fight, and their escape would be made very difficult by the closed portcullis. We shall see!