There was another Pathfinder Society game out at Saltire Games this past Friday and I had nothing else to do, so I RSVP'd to play. I made a fighter so that I'd have the option to play something else just in case everyone else brought a magic user to the table, like the last time. Her name is Six and she's a mercenary for The Sczarni faction.
I had originally RSVP'd to play the #3-01: The Frostfur Captives scenario but the DM wasn't comfortable with running for 7 people because it makes the scenario less challenging & combat takes forever with that many people. There was another guy there who had already played this scenario so he offered to run a different scenario for half of the group. I initially wanted to play the Frostfur scenario but I decided to go with the other DM. I'm really glad that I did because it was a lot of fun.
Sean, the guy running the game, hadn't DM'd a PFS game before but he did a really good job. The other two people, Tracy & her fiancee (I can't remember his name), were also a lot of fun to play with. We actually had a well balanced party. I had my fighter, Tracy had a rogue, & her fiancee was playing a gnome witch named Rumple (who capered about like a jester and spoke in rhymes). We had an NPC cleric to round out our party and she actually came in really handy.
Sean ran The Master of the Fallen Fortress module for the 3 of us and it wasn't like the other PFS game that I had played in. There were no faction objectives to accomplish and it assumed that the party members already knew each other and that we were just out, exploring some old ruins for treasure. I'm not used to playing a fighter and the characters that I typically play usually hang out in the back of the group because they have low hit points. With the exception of the rogue checking for traps, my fighter was in the front the whole time.
We encountered a pack of wild dogs, a giant spider, bats, and numerous troglodytes during our exploration of the tower. My character was actually knocked down to -7 HP but the cleric was able to cast Revoke (or Rebuke) Death on her and bring her back and heal her. To be honest, my character was responsible for a lot of the combat that we got into. There was one situation that we could have avoided because the creature was sleeping but Six tried to shut the door and woke the creature up. She also moved into the giant spider's territory, provoking it to attack. And then there were the bats...
Sean had this awesome DM die that he would roll at times when we wanted to do something outside of the scope of the rules and depending on the symbol (they had smiley faces and frowny faces and other random symbols on them) various things could happen. At one point, we found a hidden door but the rogue broke the lock so Six used a strength check (which she made) to open it. The hardness of worked masonry is DC 30 & instead of telling me that my character couldn't break through the door, Sean rolled his DM die and based on the outcome of the die, it was determined that the door was old and rickety & she burst through. Fortunately, Six made her reflex save and she didn't fall into the chasm on the other side. But she did wake up the bats on the ceiling, which swarmed her. Rumple cast sleep on Six & the bats, knocking them all out and the rogue was able to use sleight of hands to pull Six out from underneath them without waking the sleeping bats.
We finally got to the top of the tower and encountered the BBEG, which was another troglodyte, and his pet crocodile. At this point we had to rush through the final combat because the game store was closing but we were able to defeat the BBEG and his pet and pillage all of the treasures.
0 comments:
Post a Comment