2 hours ago · Gaming · 0 comments

IntroductionRan this session from behind a KN-95 following a pretty rough week of illness. However, it was worth the wait: the table brewed their first orc! This has been haunting the campaign since the very first session. Wizards are always hard for me to run, but I feel fairly satisfied with Papa Doorknocker's plan of "gas 'em, turn invisible, and run." Aislinn's player burned Luck to try and suss out bloody footprints from the overturned cauldron, which allowed them to block his escape. They were able to kill them before he started spamming lightning bolts and swinging for 2d6 with his staff. A good thing too! I still think maybe there's some additional bullshit I could have pulled, but maybe that will be for a future iteration of Crow's Keep. I had a ton of fun portraying the orcs this session. For most of the campaign, the players have not directly interacted with them, though orcs have been present at some pivotal moments. My "orc voice" is always a crowd-pleaser. Central to…

No comments yet. Log in to reply on the Fediverse. Comments will appear here.