Beyond the Frontier -- Session 12 Notes

Run time: 3h

Story

 

Last time, on Dungeons and Dragons...

After the King was taken prisoner by his own guards, the characters butchered and bullshitted their way into relieving the guards and busting him and Ailsa out. However, while they were down in the cells, Ailsa’s virus finally reached the City. They emerged into a place rapidly being claimed by a forest that wasn’t there a few hours ago.

The King and the party set off to retrieve the King’s stolen crown, without which he will be unable to stop his realm being completely consumed. Luckily, the guard captain who had taken the crown hadn’t got far–he was caught and defeated quickly, and the crown returned to its rightful owner.

 

 

Back at the Castle

PCs requested to stick around. King sits on his throne, starts to reverse forest damage. Party given chance to rest. King decides that as his soldiers cannot be trusted, he will use more direct, magical methods to locate Granite.

King orders Ailsa taken back to the portal by guards. “Tell your Queen, ‘interesting move’.”

His vague location is determined, and the King offers the full services of his castle to the PCs if they will assist him in taking Granite down. The armouries are guarded by defected soldiers (1GC, 3G), but after beating them the place can be raided–available items include obsidian great swords (2d6+1), spears (1d10+2), short bows with obsidian arrows (2d4, 18-20x3), armour that offers an extra point over normal for no penalty, and amulets that at will can set the user on fire (not dangerous to the user) that allows them to do 1d6 touch damage.

 

On the Hunt

They leave the City and advance into the tunnels. They encounter four guards, one of which runs off to alert his superiors. The party may end up killing him anyway.

Next up, a guard captain and four more guards–they are finished up, but as the last one dies, they whisper “it doesn’t matter… we were just… buying time… anyway.”

From the tunnel beyond, a gout of flame. And a guard appears with two flamethrower-wielding Atar. Once one of them is dead he takes the flamethrower for himself.

 

End session, level up.

 

 


NPC / Enemy Roster

 

Name Arken Race Earthborn Cl/Lv Fighter/4 Align LG
Init +5 HP 24 18 17
AC 14 AtkB 6M 6R Fort +5 Ref +4 Will +2 Move 30ft
Str 16 Dex 18 Con 14 Int 8 Wis 15 Cha 11
Skills Hide +4, Jump +8, Listen +2, Move Silently +4, Ride +9, Spot +2
Feats Dodge, Power Attack, Cleave
Wpn Obsidian sword Atk +9 Dmg 1d6+2 Crit 19x2
Spells None

 

 

Name King Tinaron Race Earthborn Cl/Lv Barbarian/8 Align TN
Init +2 HP 57 55 54 53
AC 18 AtkB 12/7M 10/5R Fort +6 Ref +4 Will +4 Move 40ft
Str 18 Dex 15 Con 11 Int 11 Wis 14 Cha 8
Skills Hide +2, Jump +15, Listen +11, Move Silently +2, Ride +10, Spot +2, Intimidate +12
Feats Blind fight, Weapon focus: Hammer
Wpn Great Maul Atk +15 Dmg 3d6 Crit 20x3
Spells None

 

 

Name ?? Guard Race Earthborn Cl/Lv Fighter/4 Align LN
Init +6 HP 24 23 17 12 5 3 -7 24 backing away 24 21 13 6 -1 24 18 16 11 5 -4 Init G3 Esqui 20 G1 G2 King Dan 13 James 11 G4 Zeke 8
AC 14 AtkB 6M 6R Fort +5 Ref +4 Will +1 Move 30ft
Str 16 Dex 18 Con 14 Int 8 Wis 15 Cha 11
Skills Climb +6, Handle Animal +4, Hide +2, Intimidate +6, Listen -1, Move Silently +2, Spot -1
Feats Combat Reflexes, Dodge, Improved Initiative, Improved Unarmed Strike, Lightning Reflexes, Mobility
Wpn Obsidian sword Atk +9 Dmg 1d6+2 Crit 19x2
Spells None

 

 

Name ?? Guard Captain Race Earthborn Cl/Lv Fighter/6 Align LN
Init +3 HP 69 64 55 51 45 43 42 36 31 23 17 9 6 -4
AC 15 AtkB 9M 4R Fort +8 Ref +5 Will +0 Move 30ft
Str 16 Dex 16 Con 17 Int 13 Wis 6 Cha 6
Skills Climb +6, Handle Animal +4, Hide +2, Intimidate +8, Listen +2, Move Silently +2, Spot +3
Feats Blind-Fight, Cleave, Combat Expertise, Dodge, Leadership, Power Attack, Rapid Reload (crossbow, heavy), Toughness
Wpn Heavy Obsidian sword Atk +11 Dmg 2d6 Crit 19x2
Spells None

 

 

Name Flamethrower Atar Race Atar Cl/Lv Ranger/4 Align TN
Init +6 HP 22 19 leaking 18 15 7 -6 bang 22 19 14 3 1 0 Init Esqui 20 Arken 17 FA1 16 FA2 16 Zeke 11 Dan 9 James 7 King 6 GC 6 Gavil 4
AC 13 AtkB 4M 7R Fort +5 Ref +3 Will +2 Move 20ft
Str 9 Dex 15 Con 12 Int 10 Wis 12 Cha 9
Skills Climb +6, Craft (Alchemy) +2, Craft (Carpentry) +7, Craft (Leatherworking) +7, Craft (Trapmaking) +5, Hide +6, Listen +5, Move Silently +2, Profession (Hunter) +7, Sense Motive +4.5, Spot +3, Survival +7
Feats Alertness, Improved Initiative
Wpn Firespout Atk +10 Dmg 1d6 + on fire Crit none
Spells None

 

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