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2008-10-20 Unmasking Perdune

The party captured an elf using improvised grabbing & grappling rules and prevented him from killing himself. They used thought detection and charms on him, and were able to get some hints about a secret slaving operation going on. The party didn’t act on it immediately and locked the elf away, where he was conveniently killed by Gorse. But the party never realized.

The party went on a scouting mission and discovered more than 2000 elves had assembled.

Only on the last day before the big attack did Sordrun watch the outsides of the station at night and was able to surprise and kill Pedrune.

Eventually (after the session ended) the party discovered what Pedrune had been up to: He had been planted here by a competitor of the Aspis consortium but had decided to double-cross both by raising a zombie army. And this he did under the cover of the “cold house” where he had already animated twelve corpses. He had a secret deal with some elven rangers that led elves into traps and captured stragglers for him. He was just about to meet some of them when he was killed…

Feel free to add an in-character report. :)

Did you escape with the boat? Did you negotiate a peace with the elves? Did you side with the elves once you learnt more about the secret mine underneath the station? Or did you beat back another wave of at least sixty elves? Either option would have allowed you to survive.

Pedrune also had a strange magic compass on him that keeps pointing into the jungle. It points us to the next adventure, in fact. You can keep these characters or make new ones. Have them at level eight. I’ll take Marco’s advice and have them half way to level nine.

The next game will be the first Monday in December. The party has been following the directions of the strange magical compass for weeks and is finally approaching the target.

CharacterNext Level
Kassandra 43½ / 80
Pepe 68½ / 80
Al 68½ / 80
Sordrun 58½ / 80
Iiro 25¼ / 80

The DM says:

  1. The secret wizard was a level 7 wizard. I rolled 18 hp which would have granted him 1 7d6 fireball, 1 empowered magic missile (20 damage to a single person), and 1 empowered burning hands spell. When Sordrun surprised him in the dark, it was a close call: His first arrow cost Pedrune 6 hp, the fireball cost him another 6 hp, and now Sordrun had to inflict another 6 hp on his last shot. Which he did. :)
  2. The adventure basically says that there is a constant stream of elves coming at you once you enter the jungle. I liked the idea of spying on them, but wasn’t sure what the plan was. So I went along with it…
  3. As far as the M20 rules themselves go, we had a question regarding the number of alarm spells that could be in effect at the same time. I ruled that the number had to be less than a dozen. At the end Pepe had six of them going on. But with Perdrune always being aware of the party’s activities, avoiding them was no problem.
  4. I think the improvised grappling & grabbing rules we’re using work quite well. Just use opposed melee attacks (d20 + level + STR bonus but without magic weapons).
  5. I realize now that I should not have halved XP progression for this game. This would have allowed Kassandra, Pepe, and Al to gain a level at the end of last session. Or maybe I just need to be more liberal with my story awards. After all, that was part of the point.

Report 1 from Iiro