Session 58 of my Neverwinter/Sword Coast campaign. 10th level drow evoker wizard, human genie warlock, half orc vengeance paladin.
The characters are infiltrating a sunken castle in a swamp occupied by a warband of orcs. The orcs are allied with sinister nobles. The characters are trying to unravel and thwart their schemes.
The session started with a combat against a wraith, the spirit of the lord of the castle. The wraith had slain an orc and raised a specter from its corpse. The warlock countered by casting danse macabre, which rather hilariously raised the orc as a zombie (as well as several skeletons from the surrounding swamp). So the orc's spirit was fighting its body. Only in D&D!
Even crazier, the paladin landed a crit on the wraith. The paladin wields a sword of nine lives, which extracts the soul of anyone it crits. Technically, undead are immune, but that violates my Rule of Cool. So the soul of the lord of the castle ended up in the sword of the paladin. It gave them safe passage past the undead, the castle's layout (including secret passages), and intel on where the orcs were located.
The warlock scouted around while invisible. The orcs had three squads scattered throughout the castle. In the center was a surly ettin, which guarded a room occupied by a minor noble. The noble was there as a not-prisoner, while the orc leader schemed with the major nobles at a castle at the nearby town. One of ours for one of yours. Of course, the players didn't know that. They simply knew she was there--but not why.
The ettin began arguing with itself. One of the orcs laughed at the spectacle, which the ettin didn't take kindly to. It attacked the orc, picking it up and smashing it into the walls. The characters used the chaos to kill a different orc, sneak into the noble's room, and take out her bodyguard. Meanwhile, the other orcs in the castle were drawn by the sound of the ruckus.
We stopped there.
Next session: Ettin!
The characters are infiltrating a sunken castle in a swamp occupied by a warband of orcs. The orcs are allied with sinister nobles. The characters are trying to unravel and thwart their schemes.
The session started with a combat against a wraith, the spirit of the lord of the castle. The wraith had slain an orc and raised a specter from its corpse. The warlock countered by casting danse macabre, which rather hilariously raised the orc as a zombie (as well as several skeletons from the surrounding swamp). So the orc's spirit was fighting its body. Only in D&D!
Even crazier, the paladin landed a crit on the wraith. The paladin wields a sword of nine lives, which extracts the soul of anyone it crits. Technically, undead are immune, but that violates my Rule of Cool. So the soul of the lord of the castle ended up in the sword of the paladin. It gave them safe passage past the undead, the castle's layout (including secret passages), and intel on where the orcs were located.
The warlock scouted around while invisible. The orcs had three squads scattered throughout the castle. In the center was a surly ettin, which guarded a room occupied by a minor noble. The noble was there as a not-prisoner, while the orc leader schemed with the major nobles at a castle at the nearby town. One of ours for one of yours. Of course, the players didn't know that. They simply knew she was there--but not why.
The ettin began arguing with itself. One of the orcs laughed at the spectacle, which the ettin didn't take kindly to. It attacked the orc, picking it up and smashing it into the walls. The characters used the chaos to kill a different orc, sneak into the noble's room, and take out her bodyguard. Meanwhile, the other orcs in the castle were drawn by the sound of the ruckus.
We stopped there.
Next session: Ettin!