Monday, July 1, 2024

Salkan Soiree Ep1: The Wolfe Manse

 Run Date: June 20, 2023

Session 1 using the ACKS Imperial Imprint. Myself and my players are new to ACKS and I figured it would be easier to start using the rules available through the Autarch Patreon so we wouldn't have to double back later. All in all, this session was a lot of getting used to everything; from new game questions to trying to find the relevant information and see what changed. The group survived a rather easy local delve, but are otherwise ready for more.

Optional Rules

I spoke with my players prior to Session 1 regarding optional rules. For those curious; Max HP at 1st level, Fate Points equal to 3+Con mod(Only restored on Level Up), Overcasting, Custom Generation (option to skip the template), and Attribute Trade Off. I have concerns regarding Fate, Attribute Trades, and Max HP at 1st; but I'm going to trust the process and actually put it to the test.

PCs

Conner: Lv1 Fighter
Portia: Lv1 Bard
Baldor: Lv1 Barbarian
Tavi: Lv1 Shaman

The Wolf Manse

Our session began with a review of the various rules and assisting a straggler with getting the rest of a character built. It's been a bit since the group got together so it was nice sitting down and speaking with everyone again. Oh right, I forgot to note that our game used to be an open table at the local library. Events pushed us out and now we're trying online play. I don't have a VTT so we're just voice and dice at the moment. I am considering finding something to assist on the visual end so my players can map. I'm terrible at explanations and the visual aid will help.

As things settled down, the group decided on their first hook: a local Baron named Mikael Wolf was hiring some folks to retrieve an heirloom from his great great grandfather's home, an old Manse long lost to the outlands (wildlands? I don't remember 2e's terms). The party hit up the local keep and met up with a representative of the Baron (they were in the town of the Count) to ask about the details. The offering was 250gp for the retrieval of the heirloom; a golden holy symbol of Dynamis: God of fertility, growth, and potential. The representative offered to mark it on a map so they could locate it easier so Portia went into town to purchase a local map. I did not find one on a quick browse of the equipment list so we went with the price of a one of the books (10gp). I probably should have checked the wages on a cartographer or mapper, but oh well.

After their conversation with the representative, the party hit up the market to gear up. Portia picked up a Lv0 Hench (Haka, the 18 INT Hyena Barbarian), the little brother of a Lv3 Barb, and purchased him a shortbow and hunting dog. I realized near the end of the session that I didn't actually look to see what weapons a Lv0 can wield so... I guess Haka's good with a bow now. The rest of the party finished their shopping and left Fayum heading west.

Travel was uneventful, save the party discovering a massive 10ft "plateau" of black ash. Haka and his dog warned the area was cursed while Baldur decided to taste the ash (burnt wood and a bad BM). The group spent the next couple hours getting as far away from it as possible without getting lost. The following day, the group discovered the Wolf Manse. The old village was overgrown and decayed, leaving only a few cobbles on a road and some stone foundations. The party spent a short time searching this for treasure and old cellars, but found nothing. Afterward, they marched up the hill to the walls of the manse.

Baldor took the lead here and peeked around the corner of a long gone gate; spotting three wolf-like kobolds milling about by a statue and broken fountain in the courtyard. I forgot to mention the village and manse were overgrown by bright violet flowers. Haka failed to identify them, though. Anyhow, after his short scouting, Baldor regrouped with the party and explained what he saw. Portia told the story of a Nation of Fire attacking a country and of the power of friendship staving off a meteoric end. The group then rushed around the corner and the assault began.

I'm still parsing out how surprise works. The matrix is pretty straightforward, but I think surprise should have been rolled when Baldor "encountered" the kobold. Regardless, the party had foreknowledge (Haka and the hounds tracking) and Baldor had managed to spot. Worse yet, for the wolfbolds, they got a 1. We stumbled through a fairly straightforward combat since I tend to subtract to get my target number instead of add (for example, charge is +2 attack. I think a 10+ becomes an 8+ vs just adding +2 to the die). Baldor charged in and missed, but Portia popped one with a crossbow and Conner murdered the remaining two. The moment the group learned (or remembered, since we did have a few test sessions) cleave was glorious.

After the group finished off the last wolfbold, they took stock of the area and spotted a few buildings as well as the manse itself. The eastern building, a shaded bit of stone perhaps once a barracks or stable, was covered in brown mold and violet flowers. There was a guard tower that went unchecked, and finally the manse itself. The party marched toward the door but heard the patter of footsteps coming from a western building. Another group of kobolds had heard the fighting and attempted to set up an ambush in the rubble and tall grass.

This was the first time we got to try the "break the initiative" thing with Readied attacks. The wolfbolds had an initiative of 1, but thanks to being ready they got to sling a few stones at the group. Baldor took a light hit then immediately engaged. Unfortunately, this triggered the melee readies and a pair of daggers nearly dropped him. The party unleashed their own retaliation (Portia had her bow ready) and with a few cleaves wrecked the remaining assailants.

Given their new position, the party noticed this building was connected to the manse's main hall, perhaps used as a dining room at one point. The group spotted a terribly hidden sack covered in rubble and Baldor rushed to grab it. He set off a slingshot that chucked a stone straight at his head, knocking him out. This was the first use of a Fate point of the game, and with barbarian's savage resilience, he stood up and started rambling off names from another world (previous games). Tavi healed him up and the party checked the sack: a violet gem shaped like the flowers in the manse, and a bunch of copper coins.

The party entered the hallway and decided to avoid the main hall, instead going to a small side room to the west. They found another pair of kobolds, won initiative, and cleaved them down. This room also had a rubble sack and Portia had a look to make sure it was clear. It seemed fine to her, but she was extra cautious and used her crossbow to pull the sack away from the wall. It triggered the trap, but her positioning avoided the blow (attack roll 2). This sack was identical to the last.

It was nearing time to rest so the party hunkered down in the main hall. During their breather, they heard noises coming from the floor above. This would be their next goal, but not before Portia took sometime to search the main hall's eastern wall, throne, and dais for secrets. Alas, she found nothing of value, but did notice a depiction of a bowl filled with food. The party regrouped and worked up the stairs. They discovered a small hallway and a pair of doors. Haka's hound's ears and nose perked. Haka noted the large paw prints leading to the door to the west and the party immediately became concerned about werewolves.

After a short discussion, they barreled forward. Baldor didn't hesitate to kick the door down and surprise the lair of wolfbolds; their leader a creature of double their size and much more wolf-like. This combat was a stomp. Portia picked off one of the wolfbolds as Baldor charged into the leader, overrunning the other wolfbolds in front of him and dropped him in a single blow. Conner followed up with an attack of her own and Tavi landed her own blow. There was no chance to retaliate as the group cleaned up the following round. Point of note here: I ruled that Baldor's Overrun (nat 20, btw) didn't trigger any Paralysis saves. The wolfbolds were surprised and had no idea how to respond (ie; block).

The party looted what they could, finding a couple more crystals and more copper. In the corner of the room was a statue of Dynamis and his brass bowl. The group experimented with the crystals to see if there was a secret, but nothing happened. They then tried to pull the bowl off the statue for another experiment and found the statue moved; revealing a secret door. The group discussed their options as time was running out for the session (we run 1:1time, gotta get back to town). Baldor lead the way toward the second room on the floor, kicked it down and found a group of giant ferrets nesting in some vines. They weren't important enough to waste time on and didn't stalk the group out.

A torch was lit and the party descended down a tight stairwell within the secret room. It appeared to be an escape route as they descended some several stories into the earth. As the group hit the landing, they discovered 4 paths. The clock was still ticking when the party heard some odd conversations or noises from the western room. They immediately decided to fall back and try again next week. As they ascended the stairs, the party spotted the noisemakers: pale white humanoids with gaunt bodies, sharp claws, and strange, glassy sockets where eyes should be. Baldor hesitated, "Maybe we can just murder them, you think?" He was outvoted and retreat commenced. The RR on the Morlocks was uninterested, so zero pursuit. This sparked a question from someone who joined the session to listen about midway through: "Why aren't they following the party up the stairs?" I had the opportunity to explain Reaction Rolls, as well as the narrative interpretation: They were uninterested, but curious. The torchlight did little to help given their sensitivity to sunlight (think letting your eyes settle).

The return trip was again, uneventful. The party discovered another point of interest; Date Oasis. I'm a terrible name person so... oh well. The place was a miniature paradise with plenty of food and water for their party and then some. There was even a joke about opening up a spa or resort there to make money. After spending the night, the group headed onward to Fayum to wrap up their week and sell off their crystals and trinkets (Oh shit, I forgot to mention the silver collar the boss had that said "Fido.")

Rewards (Totals)

322xp PC

161xp HM

Afterword

A relatively safe session with a tiny payout, and a Fate point spent to avoid a Mortal Wound. The Manse was effectively a kobold lair strewn with wolfsbane, if you're curious. I should map the dungeon below for next week; the morlocks were the only random encounter hit today.

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