So the group of fearless (and somewhat bickering) set of adventurers stock up on supplies in Wayford. Suppertime takes them to a local pub. Upon sitting down, a patron finds and insect in his supper and becomes irate. After a brief angry discussion with the bar maid, she gets upset and walks out.
The paladin is immediately questioning the irate customer.
"Is there a problem?"
The insect in his food is the problem. They talk to the bartender. They go outside and fail to find the waitress. They go back in, and on an unlucky roll, one of the PCs finds an insect in their food. More discussion.
DM is bored with the party thinking that everything that happens must have some great meaning, especially since I have hundreds of random events that will occur in this campaign.
So off to the magistrate of Wayford. There are orcs wandering in from the Lurkwood seen near a set of ruins. There are disturbances at the Wayford cemetery.
The cemetery is only a day's journey out. The adventures find a locked gate and a mysterious fog that seems to hide undead. A warning sign is posted, marked with initials. (Did anyone write down the initials on the sign?)
They pick the lock, go inside --well mostly. (Why do I always have to remind PCs they can 'take a 20' for tasks that aren't time limited!?!)
Items laying on the ground from the graves. The rather troublesome and unthinking fighter of the group picks up a shiney jeweled sword, despite warnings from his comrades not to touch anything. (How many times to they need to yell "Don't touch anything!"
The gates lock, leaving the cleric outside of the spiked cemetery gates, and the rest of the party locked inside with a mix of 20 or so zombies and skeletons.
The ranger's wolf takes early hits but gets healed. Skeleton archers are nasty.
The rather unthinking fighter has an unfortunate disadvantage of a phobia of skeletons. He flees to the fence and keeps rolling to try to beat the fear. He's useless for the encounter. (I warned them that disadvantages would be used against them!)
The paladin, ranger, and rogue battle the undead and start taking down 1 or 2 a round. The ranger with bad luck gets pounded and needs continuous heals to stay alive. The fight goes well. The PCs are happily fighting undead.
Suddenly a pink flash and all of the killed undead reappear. RESPAWN. The undead freeze for a moment which helps, but they keep reappearing. Finally, the group climbs the fence and risks the injuries. Lack of climb rolls hitting the target value result in damage by getting skewered by the fence spikes. The wolf digs under the fence. The adventurers reemerge outside the cemetery. All is quiet once again. Undead -- gone.
The group returns to Wayford and reports their futility to the magistrate. The magistrate is not amused.
"Hmmm... a pink flash. That sounds like magic." says the magistrate.
"Well... duhhhhhhhhhhhhh." says the rather unthinking fighter who gets himself kicked out of the magistrate's office, generating the best quote of the night.
And so ends the first encounter of the Dragon's Tear Campaign.
--DM Dad
The paladin is immediately questioning the irate customer.
"Is there a problem?"
The insect in his food is the problem. They talk to the bartender. They go outside and fail to find the waitress. They go back in, and on an unlucky roll, one of the PCs finds an insect in their food. More discussion.
DM is bored with the party thinking that everything that happens must have some great meaning, especially since I have hundreds of random events that will occur in this campaign.
So off to the magistrate of Wayford. There are orcs wandering in from the Lurkwood seen near a set of ruins. There are disturbances at the Wayford cemetery.
The cemetery is only a day's journey out. The adventures find a locked gate and a mysterious fog that seems to hide undead. A warning sign is posted, marked with initials. (Did anyone write down the initials on the sign?)
They pick the lock, go inside --well mostly. (Why do I always have to remind PCs they can 'take a 20' for tasks that aren't time limited!?!)
Items laying on the ground from the graves. The rather troublesome and unthinking fighter of the group picks up a shiney jeweled sword, despite warnings from his comrades not to touch anything. (How many times to they need to yell "Don't touch anything!"
The gates lock, leaving the cleric outside of the spiked cemetery gates, and the rest of the party locked inside with a mix of 20 or so zombies and skeletons.
The ranger's wolf takes early hits but gets healed. Skeleton archers are nasty.
The rather unthinking fighter has an unfortunate disadvantage of a phobia of skeletons. He flees to the fence and keeps rolling to try to beat the fear. He's useless for the encounter. (I warned them that disadvantages would be used against them!)
The paladin, ranger, and rogue battle the undead and start taking down 1 or 2 a round. The ranger with bad luck gets pounded and needs continuous heals to stay alive. The fight goes well. The PCs are happily fighting undead.
Suddenly a pink flash and all of the killed undead reappear. RESPAWN. The undead freeze for a moment which helps, but they keep reappearing. Finally, the group climbs the fence and risks the injuries. Lack of climb rolls hitting the target value result in damage by getting skewered by the fence spikes. The wolf digs under the fence. The adventurers reemerge outside the cemetery. All is quiet once again. Undead -- gone.
The group returns to Wayford and reports their futility to the magistrate. The magistrate is not amused.
"Hmmm... a pink flash. That sounds like magic." says the magistrate.
"Well... duhhhhhhhhhhhhh." says the rather unthinking fighter who gets himself kicked out of the magistrate's office, generating the best quote of the night.
And so ends the first encounter of the Dragon's Tear Campaign.
--DM Dad
Well... duhhhhhhhhhhhh.
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