Session 3 - the end of Mission One
Last night we finished off mission one, doing the Racketeer and the Gambler.
The Racketeer is probably the easiest of the three, as his gang sets up in a perfect ambush spot and allows the party an hour to set up. It went pretty quickly given that. The henchmen’s flashbang grenades were the most effective enemy tactic; the party really cemented their victory with a wall of light - a spell I had never seen cast before.
The Gambler was the target they’d been most concerned about it, and they made a real hash of it. They didn’t engage the bartender about gladiatorial combat, and finding him disinterested in their bribes, tried going around back to go in the window. Not having the key to the third room, they tried knocking on the door, and didn’t succeed in convincing the gamblers that wasn’t suspicious, got caught in a fight they’d have preferred to avoid. Things seemed to be Going against them, but an overlapping fog cloud, stinking cloud and upcast spirit guardians allowed them to get the upper hand. The Champion Fighter doled out massive melee damage and the Bard tried to planar bind one of the elementals (from the elemental gem listed in the treasure) but discovered the one hour casting time. Oh well, that would have been cool.
In this encounter, keep in mind that the Gambler and the Cultist are not offensive juggernauts; most damage to the party came from the two assassins.
In both encounters the party convinced the target to renounce Szass Tam. In the Gambler, they left behind enough witnesses and blood that I think Tam’s forces will have their first clues to the existence of Project Deadfall.