Thread Rating:
  • 0 Vote(s) - 0 Average
Share Thread:
[5e] Shesheyan's Blackmoor
#17
Session #3 :

A slavers camp the heroes attacked one day before arriving to the Frog Temple. The fisherman that were captured by slavers the previous session were held captive in the small raised huts. They were released and send back home using the barge. The heroes travelled on foot to the temple after they extracted travel instructions from the surviving slavers. Slavers will be hanged by the fishermen.

[Image: dXhpYxO.jpg]


The characters managed to make an alliance with the disgruntled portion of the cult that doesn't like the control of the «false» Frog God. The friendly cultist created a diversion allowing the heroes to bypass the check point on the road to climb the mountain were the God resided. On the way up they had to contend with two humanoid battlebot guards with lasers. The players were fair sport. They really role-played liked the had never seen this type of technology. Later, they wisely decided to walk around the detection zone of a spider-drone with twin-barrel lasers.

Once at the crashed spaceship they didn't want to enter such a strange looking building at first. When they did entered, it appeared empty, at first. After failed attempts to open the interior doors with the keypads the cleric was able to batter a few doors with his mass of disruption. This of course triggered warning system. A first Mind Flayer (female) attack them by coming out of her laboratory. Sadly, all my rolls were extremely low and the creature was killed in 2 rounds of combat. Exploring further they were attack by a second Mind Flyer (male) which managed to do far more damage with his brain blast cone. The Mind Flyer won the initiative of the second round and recharged his Brain blast for a second consecutive attack on the heroes. Saving throws were failed and the party was in bad shape. They rallied and surrounded the Mind Flyer. Killing him after two other rounds. I never managed to do a head grapple with the tentacles.

Thinking they had won the day the characters entered the main laboratory were the mind flyer birth pods were located. They were horrified to see how the humans were being drained by the mind flyer embryos. Before they could destroy the birth pods three adolescent mind flyers came out of a back room. Their brain blast attacks was less powerful and could only target one person. The two novice monks almost died. They had to retreat. Two adolescents died by the hand of Tike the monk and Sir Leon the cleric. Thorgrim the fighter/bard, at 4 HPs, managed to kill the third and last adolescent. The birthing pods were destroyed. But a problem remained. Were was Risa the Baroness?

They found the baroness in the laboratory of the female Mind Flyer unconscious on a strange looking chair. Her head was in a cone shaped apparatus with 50 pieces of rope coming out of it. The ropes were connected to a metal desk with flashing lights and a strange looking lantern that displayed moving images. The characters removed the cone and the baroness slowly woke up.

At this point the session had to end because it was getting very late. I opted to do a quick description of the following events and the return trip to Vestfold were the characters were treated as real heroes. They leveled up to 9th. And so ended our mini-campaign in Blackmoor. I managed to get three 4-hour sessions out of the DA2 module and some ideas from DA3. The players were happy with their experience hoping they cold come back to this setting later on. I'll certainly oblige. We are now switching to another mini-campaign by another GM - a Shadowrun adventure.

Thanks for reading this thread.
Reply


Messages In This Thread

Forum Jump:


Users browsing this thread: 1 Guest(s)