Meatheads Play Report 3, DM notes at bottom.
– Meatheads is a hack of OD&D; a fighter only playstyle with additional XP gained through feats of strength. –
(Joining this session are the Player Characters Maxima, Querma and Mutton, a new player character. Session date: 05/06/23)
To the dwarven brokers Querma went, informing Ardmoc Underbust about the blunder. A knock at the door interrupted their talk, awaiting outside stood a grim, long-faced elf. Sheriff Hate asked for Querma to surrender herself into his custody, and with a pleading look towards Ardmoc, she was encouraged by him to go quietly. Querma went with Sheriff Hate soon to find herself at the mercy of Killnerd, her trial forthcoming.
~Session End~
~GM notes~
~Meathead Players Halt!~
Wowwee! Good to get some deaths in, barging into goblin turf will certainly do that. These goblins had the particular advantage of catching the party by surprise, I’m certain if the roles were reversed the party would have a few more living characters with some juicy XP.
Before this session I revised several rooms and encounters, but of course the players would veer into the direction where I had yet to flesh out. The hall of heroes was severely under prepped in terms of dressing and lore, but should have more to show next time they venture through. It pleased me to hear the players surmise the southern passage leading down was the entrance to level 2. They are mistaken, as that passage is purely a trap.
I was interested to see just how long the hobbit hireling would last, which is to answer not that long. More so, considering the state of the three hobbit teens, this is burgeoning on a village tragedy. It was always my intent to give attention to the social bonds of the village and how they impact on the party’s dungeoneering. From here I am eager to run a village trial, something that is always fun to do. I could introduce new player characters fresh off the boat as impartial judges, or offer the task of finding Rodd as penance. There is still hope for Rodd being alive, and villagers would be key to note this. Safe to say, Querma will be making no friends with the hobbits. To the dwarves however, this could provide an opportunity to further their grip. Ardmoc obviously does not want Querma, a retainer of his, to be executed or exiled. He will throw his weight behind her being tasked with finding Rodd. I can’t help but find this to be an opportunity to introduce another potential retainer, Friar Calhoun, a human cleric stricken with a myasthenia of the body, himself seeking penance from his god, Ur-Nald, deep within the dungeon. Him arriving as a weakly champion to the mighty Querma could create a fun dynamic, her feeling indebted to him. There’s a number of ideas obviously and we won’t know what happens until it is played out next session.
Querma considered running to grab the withered arm in the room encountered earlier before fleeing the dungeon. Least to say, it was fortunate that she did not.
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