Post by diogenes on Mar 7, 2023 4:28:41 GMT -6
Hi everyone, here is the "Player's Review" of the first Viper Archipelago game. This after-action report was written by A, and I present it to you un-edited, in order to provide insight into the player’s perspective of the events of that session. In the near future, readers can expect a similar Session Report and separate Player's Review for the second game of this campaign, which occurred last week. For now though, please enjoy this review of the campaign's inaugural game.
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Day 1
IRL Date: 26.2.2023
Game Date: Unknown
We arrive on the beach by a small make shift pirate port. It is obvious that trade goes on here, but seemingly only to people in the local area. There is a tavern of sorts serving some kind of mystery brew. A strong burley man is watching over the bar as I ask the barkeep for a round of the jungle juice. After being served I ask the barkeep if he has any local insight on the Lighthouse towards the north. He knows only rumors that it used to house an alchemist and it is said that great treasures are behind the towers walls. He has advised us that if we were to bring the treasure to him, he would buy them. While this is a tempting offer, the value of the treasure may be of more than money. After the tavern, we hire 3 mercenaries to accompany us on our quest to the lighthouse.
Walking towards the lighthouse, we notice a tall structure hugging the east facing cliffs, towards the ocean. It seems to belong to a long forgotten race that once controlled the archipelago.
Upon arriving to the light house, we are met with a wall. We form a human ladder to peek over, there is a drop but it is scalable, but instead opt in to investigating a door embedded into the wall. The door was pried open with a crowbar and we gain access to the lighthouse grounds. On the grounds we get a clear external view of the lighthouse, but before investigating it further, we find a small shed. The shed contained three potions, We did not immediately know their effects but later on found that they were:
- A blue viscous potion, later identified as a potion of resist cold.
- A yellow potion with healing properties
- a green potion which is unidentified to my characters
The rickety wooden floor of the shed gave way to a trap door. I went down a wooden staircase to find a room full of junk. While some of these items looked like they used to hold value, they have been left here for so long that they are damaged beyond salvation. It was here that we encounter the start of our first fight of the campaign. Three 6-7 foot long insect creatures. Initially I flee back up the stairs but we regroup at the top, letting the insects back in to fight them off. We kill two and one scurries back down the staircase. We decide to seal him down there and to return at a later date to defeat him and any other possible enemies we find down there.
One of our mercenaries took substantial damage, being lowered to 25% of his overall HP, a potion was used to bring him back up to full health. All other party members and mercenaries are at full health.
No rests have been done, no spells have been used.
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Day 1
IRL Date: 26.2.2023
Game Date: Unknown
We arrive on the beach by a small make shift pirate port. It is obvious that trade goes on here, but seemingly only to people in the local area. There is a tavern of sorts serving some kind of mystery brew. A strong burley man is watching over the bar as I ask the barkeep for a round of the jungle juice. After being served I ask the barkeep if he has any local insight on the Lighthouse towards the north. He knows only rumors that it used to house an alchemist and it is said that great treasures are behind the towers walls. He has advised us that if we were to bring the treasure to him, he would buy them. While this is a tempting offer, the value of the treasure may be of more than money. After the tavern, we hire 3 mercenaries to accompany us on our quest to the lighthouse.
Walking towards the lighthouse, we notice a tall structure hugging the east facing cliffs, towards the ocean. It seems to belong to a long forgotten race that once controlled the archipelago.
Upon arriving to the light house, we are met with a wall. We form a human ladder to peek over, there is a drop but it is scalable, but instead opt in to investigating a door embedded into the wall. The door was pried open with a crowbar and we gain access to the lighthouse grounds. On the grounds we get a clear external view of the lighthouse, but before investigating it further, we find a small shed. The shed contained three potions, We did not immediately know their effects but later on found that they were:
- A blue viscous potion, later identified as a potion of resist cold.
- A yellow potion with healing properties
- a green potion which is unidentified to my characters
The rickety wooden floor of the shed gave way to a trap door. I went down a wooden staircase to find a room full of junk. While some of these items looked like they used to hold value, they have been left here for so long that they are damaged beyond salvation. It was here that we encounter the start of our first fight of the campaign. Three 6-7 foot long insect creatures. Initially I flee back up the stairs but we regroup at the top, letting the insects back in to fight them off. We kill two and one scurries back down the staircase. We decide to seal him down there and to return at a later date to defeat him and any other possible enemies we find down there.
One of our mercenaries took substantial damage, being lowered to 25% of his overall HP, a potion was used to bring him back up to full health. All other party members and mercenaries are at full health.
No rests have been done, no spells have been used.