Poor Impulse Control

Poor Impulse Control

Posted by on Jan 6, 2017 in Adventure Co., Tabletop and Board

Poor Impulse Control

When we last looked in on our heroes, they were on one side of a door through which they could hear the muted sounds of conversation. Let’s pick up where we left off, shall we?

We shall because that’s the point of this post. 

The hunter was concerned that the door might squeak when opened, but it was well made enough that it swung open without a sound. On the other side was a large cavern, half filled with water, half filled with stolen treasure, and half filled with a dragon. The other half was filled with the dragon rider who was apparently trying to hide behind a transparent rock on the off chance that someone opened the non-squeaky door on the other side of the room. 

True to her maiden name, Tinda “Jenkins” Spellsinger barreled past the ranger and barbarian and burst into the room, finger-guns blazing. Unfortunately her aim was off and her double Eldrich Blasts only scored the cavern ceiling. Smelling the shit on the fan, the barbarian rushed in and closed the gap between the party and the dragon rider who was really positive that he had been hidden from view, guys! despite the fact that he was so obviously not. Never one to be left behind, the warlock stepped into the cavern and took up a safe but observable position right in the cone of poison breath that the dragon unleashed after patiently awaiting his turn. The warlock was instantly gasping for breath and, finding none, expired like a two-month-old carton of milk, while the bard developed a really nasty case of asthma which guaranteed that she’d not be running any marathons any time soon. 

Using his Shit Is Gettin’ Real senses, the ranger asked the monk to hold his beer as he stepped into the cavern. The faint strains of Wild West gunslinger showdown music could be heard from elsewhere in the cavern, despite the fact that the party had killed or freed everyone else in the complex. Maybe it was someone’s alarm clock. Regardless, the timing couldn’t have been better: the ranger unleashed a punishing barrage of physical and magical whupass upon the wounded dragon, felling the beast in a world record breaking six seconds. As the smoke wafted from his bow, the ranger tugged down the brim of the Stetson he mysteriously acquired and leaned up against the wall, arms crossed, while the rest of the party reverted to clean-up.

Seeing his dragon companion fall so quickly, the rider whipped out his own dual Eldrich Blasts at the barbarian, hitting him squarely, before attempting to disengage by diving into the nearby pool. The monk, not wanting to the low-scoring member of the party this round, energized himself and bolted across the cavern to chase the escaping cultist into the murky water. Unsurprisingly, the barbarian decided that swimming was fun, and also jumped in, although being one of the least perceptive members of the crew, he got lost easily as the monk kept close on the heels of the dragon rider. Through a secret tunnel they swam, eventually emerging into the cavern where the initial encounter had taken place. It was there that the monk cornered a severely wounded cultist when the barbarian finally found his way out of the pool. Still under the effects of Rage, the barbarian wasted no time (or words, or, you know, thought) in smashing the cultist’s head into the ground…and when I say “smashing” I mean literally smashing, like with a maul, and, like, with flying brains and stuff. 

After an awkward moment standing around the corpse with the January Jack-O-Lantern head for a while, the party opted to take what little they could carry from the dragon’s treasure hoard, adding it to their Chest of Undisclosed Treasure From A Previous Session, and eight bottles of some Seriously Kick Ass Booze that they had found previously, and made their way out of the Misty Forest and back to Waterdeep. 

 

Their arrival at the city was fortuitous, as it seemed that the cult situation had escalated in their absence. The city was on lockdown, and the normal citizen hustle was reduced by several magnitudes of bustle. The party was quickly ushered up to the council chambers where they relayed the news of their encounter with the dragon and its rider to Delaan and Algarthas. At the mention of the rider’s name, however, Algarthas grew pale and quickly left the room. Delaan informed the party that the rider they had encountered — Neronvain — was Algarthas’s half-brother, and the estranged son of the council’s King Melandrach. 

Lady Silverhand was quick to bring the party up to speed on what had transpired. The draakhorn had been sounding almost continuously for the past few days, and streams of chromatic dragons could be seen heading to the Well of Dragons from every corner of the region. To make matters worse, scouts from all over report that cult forces had broken off their raids and were returning to the Well with haste. The council has no choice but to consider the cult’s plans to be entering their final phase, which meant that the council was out of time: they had to begin deploying their forces to meet the threat of the Dragon Cult. 

She had one more task for the party: infiltrate the Well of Dragons and do whatever they could to disrupt the plans of the cult in any way possible to weaken their offensive and stop their ritual. The party had proven themselves capable time after time, having won over the various personalities that made up the Council of Waterdeep. They didn’t agree on much very often, but the council had come to the unanimous agreement that the Adventure Co. Brand Adventure Company was the Sword Coast’s best and only hope at stopping this threat (because of course they are…it’s their story). 

There was one loose end: informing Melandrach of the death of his wayward son Neronvain. The warlock, bard, and ranger tactfully explained the situation to an incredulous Elven king, offered their condolences, and watched as the trembling elder was lead from the room by his surviving son. 

+   +   +

It’s been a few weeks since we have been able to convene, due to holidays and various Mishaps of Real Life. Thankfully we weren’t in a really complex story because apparently I need to work on my note-taking skills. 

This was a notable session for a few reasons:

First, the fucking hunter one-shotted a dragon. A seriously wounded dragon, but still a core threat to the people of the Sword Coast. What surprised me was the fact that the ranger had apparently been holding out on this Skill Chain of Badassery. Obviously not something to use against rank and file minions, but the “firepower” had traditionally been concentrated in the hands of the multi-strike monk and the berserker barbarian, so who knew we had devastating artillery in the group?

Second, the dogged persistence of the monk in chasing down Neronvain. I see the reasoning behind it — this guy might have a dragon mask, so there’s no way they were going to let him get away — but there was always a chance. Neronvain ducked into a concealed tunnel while under water, but the monk was able to keep his eyes on him. Liberal use of Ki points to initiate Dash, coupled with several Attacks of Opportunity and a blistering string of critical rolls decimated the cultist as he tried to run. I admit that my hope was that Neronvain would escape because having him alive and bringing this news to Melandrach would have severely different consequences than what we’re dealing with now. Of course, Neronvain’s death, I think, was a surprise to everyone since it was handled as an in-character situation involving a raging barbarian who could only see killing his enemies as the way to end the encounter, regardless of how incapacitated his enemies were. 

Third, the score sheet. I’m not going to say much else about it right now, but I had thought the council affinity tracking would vary far more than it is. I am interested in completing this module mainly so I can write the whole post-mortem about it.