Tuesday, June 12, 2018

Dungeons and Dragons, Season 2

So I mentioned a week or so back that we might be the wrong party for our current DnD quests. Well, the Dungeon Master made a suggestion and everybody seems pretty happy with it: we roll up a whole new set of characters in a different area, and experience the current chain of events from another perspective. (If we get far enough along, we'll probably reintroduce the original party and see how that goes. )

So, last game we wrapped things up with the current party, and then created a whole new batch of second-level characters for Season 2. This party is off helping to defend a border fort from raiding desert nomads in a corner of the land that our last party never visited. So, the new party looks like this:

A half-giant Cleric (first level, because of the level cost for half-giant) worshipping a nature deity and armed with a scythe.

A human fighter, also armed with a scythe. He's probably going to do most of the Beating Things Down that the party requires.

A gnomish bard, who's focusing mainly on offering buffs to the rest of the party and handling the charisma-based skills.

An elvish rogue/ranger (me) who's heavily dex-based and focusing mainly on stealth, scouting, and not being caught by surprise, but is planning to eventually combine dual-wielding and backstabbing for some damage-dealing capability. (Currently, I'm relying on Weapon Finesse and a rapier.)

We're a little weak on arcane spell-casting, but unlike the previous group we're at least all good-aligned, and I think we've got a pretty effective party here. Our first game opened with the desert raiders attacking our fort, and our commander immediately dying, so we're currently in the midst of trying to retake the courtyard so we can drive them out. Our fighter took command of the remaining foot, while the ranger/rogue took command of the archers. The cleric went with the foot, and the bard went with the archers, singing Rush songs to boost our morale.

So far, so good.

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