This sessions was a pain in the ass to pre-plan, as the number of players has increased AGAIN. Now Corey is back playing. It made it hard to plan encounters because at first Mark was in, then he was out, and Dale was out, then in. So the number of PCs varied from 6-8 before we even began. Then in the actual session, where we had Shaun, Jamie, Justin, Mike, Cam, Dale and Corey, Cam had to leave, and then Corey had to leave. So the party went from 7 to 5.
Went with the no-roll for inits for enemies, probably just easiest to keep doing it this way.
They kind of meandered during the investigation phase. The book was actually pretty unclear of where to go on this. They found out a bit about Triel, and found out her appearance and traits and stuff...but I'm not sure how that was supposed to lead into finding the lava tube entrance. Eventually I had an anonymous note left at the Tipped Tankard for them. (actually from Artem, who isn't charging them for his services because he likes them and because Huron gave him a Demonskar Ball invitation.)
Discovered unfortunately that I was on completely the wrong side of the battlemap to start drawing the ruins. So we had to switch sides. Another annoying thing is how each square on the ruins map is 10 feet, not 5 feet...making drawing maps that much harder. (Also, doors are 10 feet wide?? This is weird.)
The battlemat itself is awesome. After the session I drew out more of the dungeon and rolled it up and it was fine. One thing I need to remember is to have an actual rag or erasing tool other than just random kleenex. I will try paper towel next time I guess.
The Skaven/Bronze Warder fight was surprisingly hard. The Bronze Warder's AC was simply too high. AC 25 is just too hard to hit.
One thing I should look up a bit more thoroughly is flanking rules, as in what squares actually qualify as flanking squares. There was a bit of confusion. Also, we really need to do up cards for Dale's and probably Corey's powers. Or do up a sheet...actually I will just do that.
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