- Action or Hero Points were going to be drastically reduced because he feels it over powers the player characters. We would all start with 3 but have only those to use for his entire adventure which could be from 2 to 4 sessions.
- Healing per day was changed from BtB (By The Book) to be 1 full HD per day. So my barbarian would heal 12 hit points per day.
- Encumberence wasn't new but we finally finished hashing it out which I believe was built off of the Lamentations of the Flame Princess. This uses slots which break down to approximately 5 normal size items per tier of point. There were modifiers that included type of armor worn, over-sized objects carried and whether you had a STR and/or CON prime attribute. These were all added up to find out how your base movement is ultimately affected.
- There was also a magical item awarded to the party from our first adventure with John that Tom felt was too high of level and removed it. In John's defense he simply rolled on the loot table and that was what was given. Tom had him roll again at the beginning of the night and we ended up with a Girdle of Strength (21 STR) which my barbarian ended up with. No complaints with me on that one!
The story at the beginning of the night started with the party's boat being pushed off course and destroyed on a reef. They waved down a passing fishing vessel who offered to give em a ride. The party of course rewarded the crew with payment but didn't know what happened to Mr. Magic (Tom's character) or Bradford (Marc's character). They only hope their fellow adventurers are alive and found passage to safety.
The party arrived on an island and as the ship pulled in to port they found out that it was controlled by sea elves and that lesser races were confined to the slums of the of dock area. This suited Volrath (Chad) just fine as the city in general made him uncomfortable but the slums were a little more tolerable for him. The party spent several days selling and purchasing equipment and almost everyone upgraded their equipment or filling out things that may have been missing from the last adventure.
During the days spent mingling in the slums the party heard about a Labyrinth of death that King Minos of the Sea Elves uses to entertain his masses and dispose of trouble makers (aka adventurers). They met an old man who claimed to know a way out of this Labyrinth and paid him well for the information. It turns out there is an alter on the other side of the island where crushed bloodstones can be used to enchant silver rings which will allow an adventurer or party to be teleported out of the Labyrinth. The party purchased several bloodstones and silver rings, purchased another ship, hired another crew and set off to the other side of the island. As they approached the area where the old man described that he and his old sea elf friend had discovered the alter, the crew said they didn't feel safe going any closer to the cliff face. Half way up there was what appeared to be a castle carved out of the rock itself.
The party discussed possible solutions and decided with Volrath's new found super human strength he would drink a flying potion and carry the rest of the party up the cliff face with him. As they approached the castle they spotted dozens of orcs scattered across the perimeter in defensive positions. Of course the orcs spotted the flying adventurers as well. The party decided to float on down and try to hug the cliff face more so they weren't flying right at the orcs in bow shot range. As the party got close to the cliff though they noticed a small cave near the base and unfortunately were not quick enough in making out the siren before she began to sing. The entire party but Grimm were charmed and set down at the cave entrance. Grimm (Mike) knew immediately the danger of this creature and took to the offensive. However the siren demanded the rest of us protect her from his advance. Lews (Matt) grappled him and began dragging him toward the water. Due to the aspect connection between Volrath, Lews and Grimm his mind was torn and attempted to break Lews hold on Grimm so that no harm would come of him. Unfortunately, he failed miserably and this wouldn't be the only time in this encounter.
After some time Grimm finally broke the grip of several mer-folk and entered the cave in search of the now invisible siren. The creature threw some kind of lightening bolt spear that hit everyone and snapped them out of the charm spell. The halfling druid illusionist (John's character which I have forgotten his name) was felled. Fortunately this left the siren visible and the party pounced on her. After she shape shifted once the rogue Lackland (Richard) downed her. The party found the remains of what they assumed was the old man's sea elf friend who had fallen victim to the siren's powers and a few bits of treasure.
Our adventurers again downed another flying potion and made their way up the cliff face again. This time they kept out of view from the orcs on watch and find an entrance just above the guarded areas and entered to find a spiraling staircase heading down. At the base they found a rather large orc sitting in a throne and decided to regroup and attack. As they entered the room they found the orc leader was actually accompanied by a score of orc archers. Lews, Volrath and Grimm charged the archers and tore through the first 18 or more as blood and orc parts went flying. Lackland snuck around to attack the leader from the flank and luckily the boss fell as another score of orcs approached his blind side. The remaining orcs surrendered and were released as the party found the altar they were seeking and prepared their now enchanted silver rings.
The night ended with the party making its way back to the slums and volunteering to enter the Labyrinth. A spectacle was made as the adventurers were lowered into the labyrinth from within a coliseum type structure...