Monday, August 14, 2017

Fiendish Implications

Yesterday, our Land of Azurth 5e campaign continued last night with the usual uuspects: Kully the Bard, Shade the Ranger, Dagmar the Cleric, Kairon the Sorcerer, Waylon the Thief, and Erekose the Fighter.

Still in the village of Lumberton, the party sets out for the Pine Sawmill to get to the bottom of the rampaging automatons. They figure during the day time that the mill will be mostly deserted as the Iron Woodsmen would be out lumberjacking. They taking the river to the mill is the safest route (considering what happened last time they were on the trail through the forest). They hope they will find the Snarts the wizard Gargam tells them are being imprisoned there and end this mess.

They go into the mill stealthly, with Waylon the Frogling taking point. Waylon spies one Woodsman at work on the second level. Before he consult with the others he also encounters a little blue man (a Snart he presumes) who pulls a megaphone from somewhere and alerts the Woodsman to his presence before running away.

The rest of the party runs to help, but the Woodsman has reinforcements as well, and the battle is joined. Thanks to some strategic spell work from the magic-users, Kully and Kairon, the most serious damage from the Woodsmen comes from the explosions when they are killed. Ultimately, they kill defeat the six in the mill, though Erekose takes heavy damage.

In the battle, Waylon shoots the Snart that caused this mess and he briefly plays dead, but reveals he wasn't injured at all. Dagmar talks to it before it leaves, and it reveals that the Snarts aren't responsible for the Woodsmen going berserk and nor are they being held captive. He hints someone with horns is responsible before he disappears.

A search of the workshop on the highest floor of the mill reveals tracks from some sort of small creature that isn't a Snart. On a hunch, Dagmar turns fiends--and an angry little devil becomes visible with a flurry of curses!


Scott Anderson said...

How long did this session take in real time? It seems short. Or does Combat take a long time in 5e?

Trey said...

It was about 3 and a half hours, with of course some digression time, ordering of pizza, and strategizing and wound tending between the two fights. I don't really feel like fights really take longer in 5e than in older D&D, other than increased PC healing allows to often stave off dying or running away longer. In older D&D, comparable damage to the main fighters would have caused the party to have retreat and heal before returning.

tug said...

The title for this post is the best.