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Thursday, March 4, 2010

East 1-4

I was disappointed that there were only 3 encounters within this module. My Invoker is almost to second level and should be there after just one more module. I don't want to wreck the play of this module, but any player who knows what they are doing can get the mod for themselves and read up. I have played in better mods.

If you haven't played this module, you shouldn't read any further.

We start out taking a job as caravan guards for the Kobold company, we get to Delvenmer, we get paid for our delivery and the Dwarf that pays us tells us to take a bath in one of the local bath-houses, which are free. We then meet the Admiral, who hires us to clear out this warehouse for him. We are to get rid of any squaters and miscreants within. Inside the warehouse(skill challenge), we coerce the patrons to leave and we won't kill them (Diplomacy) and we find a false room (Perception) and within false room find a locked trapdoor (Thievery or Strength). We find stairs leading down, it is dark. Our wizard has his orb light up. We descend into the room below. We find 3 associates who are doing paperwork, looks like accounting. We grab the paperwork after getting them to tell us that the group at the Kobold company are involved in some kind of illegal action. We tell the Admiral, who then inspires us to clean out the other miscreants at the Kobold company. After we take them out, we find a letter telling us that the Dwarf that paid us when we got here is the leader. We locate him at the marketplace(Streetwise). He proceeds to try and give us some time off, permanently. After killing him, we go back to the original Dwarf who hired us and give him the documents we confiscated and we call it a day. Yeah.

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