1st game. Characters all started seperately. During the character creation process, we were each told a story about how we've come to this town in the name of adventure and reward, heeding the call from local magistrates who offered 200 gold to whomever could stop a problem with giant insects that was plagueing the city. Just before sunset, an omen-like sign of an eclipse spread panic into the masses. So, the majority of the populace was behind locked doors and windows, though a minority (though enough to make a helluva ruckus) saw it as an oppurtunity to party, and the Taverns were full with party-goers and bards. Each of us was in a seperate Tavern (or in the case of the Cleric and Paladin, the local Temple) but all on the same large square that hosted the Market in the days, but which was now barren.
Each of our characters were introduced to various people as a social interactive role-playing thing, and portrayal of friendship was presented in a manner that we felt kinship with someone (be it a barmaid for that type, or a mentor type, or just a simple friend).
Game began with us waking up to a horrible scratching on the door to our room. Thinking about giant insects, weapons were grabbed and armour was donned. Opening the door, we encountered whoever it was we'd built a kinship to earlier in the evening. The gaping hole in their head/abdomen/chest/etc, their bleeding fingernails stuck in the door, and their blank white eyes told each of us that whoever it was at the door had left the world of the living and was an abomination of undeath. And they'd brought friends.
Encounter 1: 3 Zombie Rotters.
From there, additional Zombie Rotters were used to push/pull us into the market place where we started the game as a group. The Market Square was brightly lit, and it was easy to tell that thoseof us heading into the light provided were all alive. There were 6 of us. Beyond the scope of the light, the sounds of scuffling and moaning indicated that the Zombie threat was far from over... Going back-to-back for mutual protection, the shadows broke into 3 growling faces of undead maistiffs.
Encounter 2: 3 Grave Hounds (Turn 3 - Joined by 16 Zombie Rotters)
Our combat with the GraveHounds was joined by a hoarde of Zombies, fellow members of this township. On Turn 3, only 1 GraveHound remained alive. Thanks to a Turn Undead and a nice whallop from the Paladin, the 1st Dire Wolf was practically dead on the first turn. On Turn 2, the Paladin finished off his threat while all of us with ranged attacks took out the 2nd Dire Wolf. By Turn 3, our Ranger had killed the 3rd, and our ranged attacks had cleared 6 of the 10 Zombie Rotters (I got 4 with my Shocking Burst) By turn 5, there was nothing left to fight, and nobody was wounded (Our Ranger Swordsman having spent a Healing Surge).
With what felt like half the town lying dead at our feet, struck down by our weapons, introductions were short, but at this point we knew that we were comprised of a Paladin of Kord, a Combat Ranger, a Ranged Ranger, a Wizard, a Warlock, and a Priest of Ioun.
The Cleric noticed a strange green light outside of the town, and he was certain that the cause of whatever was happening within the town was coming from over there. So, making our way through the city, swatting away whatever Zombie Rotters came shambling towards us, we made our way to the City Gate. At the City Gate however, we encountered a new problem. 4 of the City Guard, who had obviously already met their demise, was blocking our passage. In undeath, they were continuing their duty, and unlike the peasant zombies, these guys were fully armed.
Encounter 3: 4 Zombies
Clear of the city, we began our passage to the source of the green light, the Soothsayer's Tower. As we progressed in the utter darkness of the cloud filled skies, the clicking and chittering informed us that we were not alone.
Encounter 4: 3 Kruthik Young + 8 Kruthik Hatchlings
We'd found the insect problem, and pushed our way through it. Rather than wait for more such attacks, we ran post-haste straight to the courtyard of the tower, through the darkness, the sounds of insects surrounding us. Entering into the courtyard, we were met by much larger versions of the insects we'd just laid waste to.
Encounter 5: 4 Kruthik Adults
Upon defeating these things, and hearing more approaching rapidly behind us, we ran to the tower, slamming the door behind us and the thunk-thunk-thunk informed us that whatever we were running from had hit the door. A split-second escape. Shining the light higher, we noticed that we'd just locked ourselves into a room with the mother of all insects. this thing was the size of a large bull, and had a hoarde of hatchlings feeding off of her.
Encounter 6: Kruthik Hive Lord + 8 Kruthik Hatchlings
That fight hurt a bit.... About half of us had to spend a Healing surge before continuing. On the far end of the room, over the carcasses of all these -things-, we found a spiraling staircase set against the curved wall, heading upwards. On the 1st level, we were greeted with the message "None Shall Pass", as a strange Skeleton in full armour, and with 3 skulls (one with a fire burning within, another with a small blizzard swirling within) barred passage further into the tower.
Encounter 7: SkullLord
We almost lost this one. If not for a Divine Glow, some fancy placement by our mobile combat ranger, and our Paladin getting a Natural 20 on his Divine Strengthand Paladin's Judgement, we would have lost. On Turn 1, he took half of our Paladin's HP's with a single stroke, injured most of us with his breath weapons, and was just seriously kicking our butts. Our Paladin's judgement alont did 40 points of damage exactly, removing the Fire Skull right away on the 2nd turn. Thanks to the Divine Glow, and the Elven Ranger getting a free re-roll on her missed shot, the Rangers and my Magic Missle took out another Skull. Turn 3 to 5 was us trying our best to do again 40 points of damage while our Paladin used the first 2nd wind in the game, and our Priest stacked a Healing Word on it (The Paladin was at 2 HPs). By turn 5 though it was dead and everyone was at full HPs.
Across the room, the staircase continued up, so we followed. This time we were stopped by what looked like Raptors
Encounter 8: 4 Guard Drakes
This fight was relatively easy. But by the end, there were a few of us that had no Healing Surges left, and the main fight with whoever was causing this was still unfaced. Still we carried onward. Up the next staircase, and onto a wizened old man performing some sort of ritual in a circle of glyphs.... Ick... a Wizard.
Encounter 9: Deathpriest of Orcus
Sleep! Natural 20 (not that a 20 helped anymore than a 19 would have) I used my Daily spell, and it worked! We got the drop on the main-guy, I slept him, he failed both saving throws, and by turn 3, was dead without having hurt us at all (though we had to wait til he fell asleep before our attacks hurt him....) Bit of disappointment in the GMs face, but after the over-kill SkullLord, it was evened out.
Encounter 10: Necrotic Glyph of Warding
And there was a Treasure Chest that our Warlock failed to disarm. Nobody died, but it did hurt.
The SkullLord had the following: Bracers of Mighty Striking, a LifeDrinker Longsword +1, and a Bloodcut Hide +1. (Our combat Ranger took all 3 items)
The DeathPriest had a Pact Blade for our Warlock
The Treasure Chest had 2000 Gold (more than we should get for our level), a Basket of Everlasting Provisions which was stored in a Bag of Holding, and a Magic Wand +1 (which my character got).
Although we didn't know it at the time, we'd find out around 3rd level as we went through the library in the tower, the Tower also had the following Ritual Books:
- Disenchant Magic Item
- Enchant Magic Item
- Endure Elements
- Eye of Alarm
It was too many magic items and too much gold, but we later found out it was because he had a few levels planned for us that would have nothing at all in monetary reward.
Tags: 4e 4th Dnd Dungeons Dragons Module Campaign