Expedition to Castle Ravenloft in the 13th Age: Session 1

This is an actual play broadcast of Expedition to Castle Ravenloft using the 13th Age RPG.

Introducing our 4th player, John, and his sorcerer!

Picking up from the last session, the party keeps a close eye out for spider while ransacking the wizard’s study. They recover a Drow artifact and try to leave, but the ghost of the wizard’s apprentice ambushes the party!

Our characters are are:
Ember, the human fighter–played by Bryant (@gamercow).
Vasile, the 1/2-elven bard–played by Jesse
Kenthis, the human sorcerer–played by John
Heinrich, the human cleric–played by Pierce (@sorcerer_blob)

The first full session!

I was very excited to get down to it.

The first combat of the campaign was more difficult than I thought it would be. I’m sure that the party splitting has something to do with that but I was also trying to figure out, more or less on the fly, how badly a ghost that could possess PCs could break the game (and how to prevent that). For one panicked moment, I was trying to compare Kenthis’ spell damage to monster damage in my head and I realised that they may be on different scales. That meant that blasting Heinrich in the back would hit much, much harder than an equivalent monster.

I should really be careful of that if I a do a similar thing again.

Navae, Traitor

4th Level Spellcaster

Init +8

Magic Missile—Hits one creature for 15 damage or two targets for 10 damage each.

Malevolent Possession: Instead of attacking, Navae may attempt to possess and engaged target, who makes a hard save (16+). If the target fails, they are possessed (hard save ends).

Sanctuary: Once per battle. Navae cannot be attacked by close or engaged enemies for the remainder of the battle unless they first makes a hard save (16+) before each attack. This affect ends with the battle or if Navae attacks.

HP 50

AC 18

PD 14

MD 20

Vulnerable: holy damage.

Ethereal: Resist Weapons 18+ The first time Navae is staggered, he retreats to the ethereal realm.

Undead: As a ghost, Navae cannot be killed by traditional means. His soul must be laid to rest or it regenerates in 2d4 * 3 hours.

Invocation of Trickery: Enemies that moved to engage miss Navae on a natural odd attack.

Navae was originally presented as a combination of Cleric and Mage’s apprentice. I carried that through in this conversion. It occurs to me now that, being ethereal, Navae may not be intercepted. That wouldn’t work so well because I want him to get caught. Besides, he has Sanctuary and doesn’t need the extra bump.

Malevolent Possession went  through several revisions. Because possession takes the player out of the game temporarily, I felt that making last-gasp saves was appropriate, but they took too long to get to the point of what the action is supposed to do. Eventually, I let the mechanic  go to  follow the fiction.  I ran this encounter again for an offline group and this revised version of Navae worked much better.

Being the first combat of the campaign, I hadn’t intended to cause any lasting damage and I certainly didn’t intend to steal any of the shiny new magical items that we outfitted the characters with. I called the combat early and had the spiders retreat, empty handed, so we could move on to the next thing.

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~ by Hunter Rose on July 31, 2014.

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