Yesterday's game was kinda short, and I felt it was a little dull. Not every game is amazing though, and you have to take the good with the bad in D&D. I think part of the problem is my style of DMing because this has happened before with this group and others. I don't want to change because I view player choice as the fundamental heart of all RPGs, yet there are times when the players fail to make any choices. I don't want to push any sort of 'story' on the players; I try to present the world as it is, and it is the responsibility of the players to interact with that world. I am a referee or judge, not a storyteller. The story is a byproduct of the game, not what moves or creates the game; the players' actions and choices are the core of the game. Then again when sessions like yesterday occur I question myself and try to find what I did wrong or how I can improve.
Anyway on to the recap, the party finally picked a company name: How Are We Not Dead Yet (HAWNDY). Every adventuring group is part of the adventurers guild. The group is identified by a company name within the guild and may be composed of more adventurers than are currently being used. I'll have to write another post about the adventurer guild at some future point.
Date: 14 April 2017
Ozbrave, M-U lvl 3
Raveling, Thief lvl 5
Willem, Elf lvl2
Dilbert, Lizardman lvl 1
Dalia, Elf lvl 1
Calendar Date: 23 Kaldmont - 25 Kaldmont
23 kaldmont, weather = 11-20 degrees Fahrenheit, moderate humidity, 15 mph minds from north
We left off just after the party had defeated and captured an old elf hermit on an island in the bog. The session began with the interrogation of the Hermit. Ozbrave really wanted his spellbook, so kept asking questions to its whereabouts, but the mad ravings of the hermit were the only response he got, so he killed the hermit.
They then continued on to the forge. as they approached, they saw that there was a 20' tall wooden stockade guarded by kobolds and gnolls. they approached the gates, and told the guards they were interested in buying some swords which were supposed to be made here. The gnoll captain, Cosann, deliberated with them for a while and then left to go speak with his boss. After a few minutes he came back with an ogre named Graah. He showed them a blight blade, claimed that a wound from it would cause the victim to bleed continuously, and said they might be able to purchase one for 85 silver. he said before any purchases were made, he would have to talk to the 'Queen', but the party could stay inside the stockade while waiting for her reply. He left to talk to the the Queen, and Cosann led the party into the stockade to the gnoll barracks and said they could sleep there. after some initial non-conversation with the gnolls in the barracks, they decide to sleep outside.
24 Kaldmont, weather = 30-50 degrees Fahrenheit, High Humidity(misty), moderate rainfall
The party awoke just after midnight when Graah arrived and said the witchqueen wanted to speak with them immediately. They were led to her residence, and talked with her in her foyer, which was decorated in demonic artwork. They negotiated with her and she led them on a tour of the facility, showing them the forge where Graah made the swords, the chasm where the blight was mined from the swamp, and her sacrificial platform above the chasm. They finally agreed on purchasing 10 swords at a total price of 850 silver. She said the crafting would take a few days, so they left and set up camp on the island outside of the stockade.
25 Kaldmont, weather = 15-35 degrees Fahrenheit, High Humidity(misty), 15mph winds from North
At dawn, the a Merrow comes out of the swamp water and begins talking to the PCs. No one can understand him at first, but then he starts speaking in broken Lizardman. He asks for their help in curing a sickness and says lizardmen are the source of it. He dissapears back into the swamp. later in the day, Cosann and 5 kobolds come out of the stockade and say they have the swords. They deliver them wrapped in a bundle of hides. Ozbrave hands out the swords to the party members, and puts the extras in their wagon, and then they turn around ready to attack the kobolds.
XP: 40 each