D&D 4th Edition Hard Core Adventurers- KOTS 20.06 The Cathedral of Shadows





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  1. #1
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    Goodman GamesD&D

    ø Ignore Goonalan

    Hard Core Adventurers- KOTS 20.06 The Cathedral of Shadows

    HARD CORE


    A brief explanation

    I'm unhappy with my other story hour on this messageboard for this campaign, its just notes- not the story, or indeed the action. I must do better, or at least try to... to do justice to our game and my players.

    This then is the prose version of our tale... and so, to Fallcrest, briefly.


    On the 19th day of the third month of the year 2012, at number six Jepperson Street, in Upper Fallcrest- a rather well-to-do area of the city, a strange meeting takes place, well... strange-ish. The meeting is 'chaired', if that indeed is the correct word, by Gerda Staul, wife of Douvern Staul- ex-adventurer, ex-royal advisor to the Markelhay family and at present ex-of Fallcrest...

    “He set out for Winterhaven four weeks past, another one of his darn 'digs'”, Gerda looks across the table at a large metal man, a warforged, she tuts; the warforged raises an eyebrow, or at least does the best it can not having eyebrows and being entirely made of unyielding metal.

    Gerda continues, “... some burial site, he said- outside of Winterhaven, from the time of the old Empire- he said. And so off he went... not a care in the world, I said to him...” Gerda stops talking, fetches a handkerchief from her sleeve and blows her nose. She takes a moment and composes herself.

    “I'm rambling, sorry, but I miss the silly old bugger- and I know nothing bad has happened to him, he always comes back, he's just stuck in a hole somewhere- getting dirty and excited about old bones and even older junk.”

    A pair of small but hairy hands snake out and grasp Gerda's right hand, do their best to enfold it, Gerda smiles down at her son Jimmy, and sniffs.

    “I'd just like you to make sure- go to Winterhaven, find him and tell him to come home. He's getting too old for...” Gerda tails off, “... I just miss him.” She finishes.

    Silence for a moment, save Gerda's sniffles, “Will you? Please.” She asks and looks plaintively at the others sat at the table.

    Jimmy, holding his mother's hand still, grins up at her and nods his head- almost eager- “We'll find dad, don't worry mum,” the smartly dressed young halfling resolutely states.

    Sat awkwardly next to Jimmy is a bulky bull-headed female, a member of the minotaur race- Hedda, dressed in purple-robed finery and bearing the holy symbol of the platinum dragon- Bahamut, she too nods, with nothing to add to the conversation.

    Next around the table, barely balanced on his seat, is the warforged, battered and ancient looking- Hal, the metal man's eyes flash his agreement. He opens his mouth to speak, then thinks better of it, shuts his mouth and bows his head a little, unable to meet Gerda's gaze.

    The fifth chair is occupied by a monstrous looking, scarred, half-orc, with a thick head of hair, dressed for hard labour in worn and oft-repaired clothes- Gokan nods once- definite, and grunts his assent.

    The last member of the assembled group is a bald and stern looking dwarf, old even by his long-lived race's counting- Sigur of Hammerfast, growls, stands- almost knocking over his chair, and in his gruff voice speaks. “Well! Let's get going then!” The dwarf declares with a hint of impatience.

    Gerda grins, sniffles and then grins some more- her eyes glisten.

    The others noisily stand, and one by one troop from the room, each taking a moment to make eye contact with Gerda as they file past her.

    Sigur nods curtly and thumps his chest with his right hand, some sort of dwarven salute no doubt. Hedda does her best to smile as she bows low to Gerda- “May Bahamut bless our undertaking” she adds; in the background Sigur hisses and harrumphs.

    Hal, the warforged, files past with only a sideward glance at the woman.

    Gokan next in line stops for a second, reaches out with one of his large calloused hands and gently touches the middle-aged human woman's cheek- Gerda nestles against Gokan's hand and smiles up at the half-orc. Gokan makes a low, content, animal-like sound and then quickly moves off- leaving Gerda and Jimmy.

    The halfling tightens his grip on his mother's hand, leans in and plants a kiss on Gerda's cheek, she smiles as the tears fall, and then Jimmy is gone too. Just Gerda, alone in her room, and the darkness outside.

    Last edited by Goonalan; Friday, 10th January, 2014 at 10:02 PM.
    Check out my 4E Campaign- HARD CORE a final attempt to play through the WOTC core modules- obviously we've made a few changes along the way.

    Or else there's my Let's Play scenarios, a bunch of one-off games, mostly, you'd best go check out the list.

    Let's Play series also available, all in one place, at Obsidian Portal.

  2. #2
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    Goodman GamesD&D

    ø Ignore Goonalan
    The PCs

    Warning Spoilers!

    The various hidden sections below contain details, as indicated, about the characters in play- reading these sections before reading the story may limit your enjoyment- you have been warned.

    The Present Party Line Up


    The Hard Core Adventurers Level 3






    The PCs

    Gokan


    Gokan, Male Half-Orc Whirling Barbarian Level 3

    Played by Dave


    Gokan

    ====== Created Using Wizards of the Coast D&D Character Builder ======
    Gokan, level 3
    Half-Orc, Barbarian
    Build: Whirling Barbarian
    Feral Might Option: Whirling Slayer
    Recent Life - Mercenary Work (+2 to Athletics)
    Theme: Mercenary

    FINAL ABILITY SCORES
    STR 20, CON 13, DEX 15, INT 8, WIS 10, CHA 10

    STARTING ABILITY SCORES
    STR 18, CON 13, DEX 13, INT 8, WIS 10, CHA 10

    AC: 17 Fort: 18 Ref: 14 Will: 11
    HP: 40 Surges: 10 Surge Value: 10

    TRAINED SKILLS
    Acrobatics +7, Athletics +12, Perception +6

    UNTRAINED SKILLS
    Arcana +0, Bluff +1, Diplomacy +1, Dungeoneering +1, Endurance +3, Heal +1, History +0, Insight +1, Intimidate +3, Nature +1, Religion +0, Stealth +2, Streetwise +1, Thievery +2

    POWERS
    Basic Attack: Melee Basic Attack
    Basic Attack: Ranged Basic Attack
    Mercenary Attack: Takedown Strike
    Half-Orc Racial Power: Furious Assault
    Barbarian Feature: Whirling Lunge
    Barbarian Attack 1: Whirling Rend
    Barbarian Attack 1: Howling Strike
    Barbarian Attack 1: Whirling Frenzy
    Barbarian Attack 1: Macetail's Rage
    Barbarian Utility 2: Shrug It Off
    Barbarian Attack 3: Thundering Smash

    FEATS
    Level 1: Thirst for Battle
    Level 2: Axe Expertise

    ITEMS
    +1 Veteran's Hide Armor x1
    Adventurer's Kit
    Battleaxe
    Handaxe x5
    Vanguard Battleaxe +1 x1
    ====== End ======


    ====== Created Using Wizards of the Coast D&D Character Builder ======
    Gokan, level 2
    Half-Orc, Barbarian
    Build: Whirling Barbarian
    Feral Might Option: Whirling Slayer
    Recent Life - Mercenary Work (+2 to Athletics)
    Theme: Mercenary

    FINAL ABILITY SCORES
    STR 20, CON 13, DEX 15, INT 8, WIS 10, CHA 10

    STARTING ABILITY SCORES
    STR 18, CON 13, DEX 13, INT 8, WIS 10, CHA 10

    AC: 17 Fort: 18 Ref: 14 Will: 11
    HP: 34 Surges: 10 Surge Value: 8

    TRAINED SKILLS
    Acrobatics +7, Athletics +12, Perception +6

    UNTRAINED SKILLS
    Arcana +0, Bluff +1, Diplomacy +1, Dungeoneering +1, Endurance +3, Heal +1, History +0, Insight +1, Intimidate +3, Nature +1, Religion +0, Stealth +2, Streetwise +1, Thievery +2

    POWERS
    Basic Attack: Melee Basic Attack
    Basic Attack: Ranged Basic Attack
    Mercenary Attack: Takedown Strike
    Half-Orc Racial Power: Furious Assault
    Barbarian Feature: Whirling Lunge
    Barbarian Attack 1: Whirling Rend
    Barbarian Attack 1: Howling Strike
    Barbarian Attack 1: Whirling Frenzy
    Barbarian Attack 1: Macetail's Rage
    Barbarian Utility 2: Shrug It Off

    FEATS
    Level 1: Thirst for Battle
    Level 2: Axe Expertise

    ITEMS
    Hide Armor x1
    Adventurer's Kit
    Battleaxe
    Handaxe x5
    Vanguard Battleaxe +1 x1
    ====== End ======


    ====== Created Using Wizards of the Coast D&D Character Builder ======
    Gokan, level 1
    Half-Orc, Barbarian
    Build: Whirling Barbarian
    Feral Might Option: Whirling Slayer
    Recent Life - Mercenary Work (+2 to Athletics)
    Theme: Mercenary

    FINAL ABILITY SCORES
    STR 20, CON 13, DEX 15, INT 8, WIS 10, CHA 10

    STARTING ABILITY SCORES
    STR 18, CON 13, DEX 13, INT 8, WIS 10, CHA 10

    AC: 16 Fort: 17 Ref: 13 Will: 10
    HP: 28 Surges: 10 Surge Value: 7

    TRAINED SKILLS
    Acrobatics +6, Athletics +11, Perception +5

    UNTRAINED SKILLS
    Arcana –1, Bluff +0, Diplomacy +0, Dungeoneering +0, Endurance +2, Heal +0, History –1, Insight +0, Intimidate +2, Nature +0, Religion –1, Stealth +1, Streetwise +0, Thievery +1

    POWERS
    Basic Attack: Melee Basic Attack
    Basic Attack: Ranged Basic Attack
    Mercenary Attack: Takedown Strike
    Half-Orc Racial Power: Furious Assault
    Barbarian Feature: Whirling Lunge
    Barbarian Attack 1: Whirling Rend
    Barbarian Attack 1: Howling Strike
    Barbarian Attack 1: Whirling Frenzy
    Barbarian Attack 1: Macetail's Rage

    FEATS
    Level 1: Thirst for Battle

    ITEMS
    Hide Armor x1
    Adventurer's Kit
    Battleaxe
    Handaxe x5
    ====== End ======



    Hal 5000


    Hal 5000, Male Warforged Great Weapon Fighter Level 1

    Played by Lee


    Now with +1 Greatsword

    Killed in Encounter 9 The Rat Pack in KOTS.
    Hal is the third PC to fall unconscious in this encounter, although his fall is final- the metal man takes a blade to the face from a Scurrying Wererat, a crit, for 22 damage- Hal is only on 2 Hit Points at the time. Hal's dead, his last words- "I have failed!"

    Hal 5000

    ====== Created Using Wizards of the Coast D&D Character Builder ======
    Hal 5000, level 1
    Warforged, Fighter (Weaponmaster)
    Build: Great Weapon Fighter
    Fighter Option: Combat Superiority
    Fighter Talents Option: Two-handed Weapon Talent
    Thousand Yard Stare (Perception class skill)
    Theme: Ironwrought

    FINAL ABILITY SCORES
    STR 20, CON 15, DEX 10, INT 8, WIS 13, CHA 10

    STARTING ABILITY SCORES
    STR 18, CON 13, DEX 10, INT 8, WIS 13, CHA 10

    AC: 17 Fort: 17 Ref: 10 Will: 12
    HP: 30 Surges: 11 Surge Value: 7

    TRAINED SKILLS
    Athletics +11, Endurance +10, Perception +6

    UNTRAINED SKILLS
    Acrobatics +0, Arcana –1, Bluff +0, Diplomacy +0, Dungeoneering +1, Heal +1, History –1, Insight +1, Intimidate +2, Nature +1, Religion –1, Stealth +0, Streetwise +0, Thievery +0

    POWERS
    Basic Attack: Melee Basic Attack
    Basic Attack: Ranged Basic Attack
    Ironwrought Attack: Inevitable Strike
    Warforged Racial Power: Warforged Resolve
    Fighter Attack: Combat Challenge
    Fighter Attack 1: Cleave
    Fighter Attack 1: Reaping Strike
    Fighter Attack 1: Hack and Hew
    Fighter Attack 1: Lasting Threat

    FEATS
    Level 1: Two-Handed Weapon Expertise

    ITEMS
    Scale Armor x1
    Adventurer's Kit
    +1 Greatsword
    ====== End ======



    Hedda


    Hedda, Female Minotaur Battle Priest of Bahamut Level 1

    Played by Stu



    Killed in Encounter 4 The Kobold Lair- Irontooth! in KOTS.
    Hedda is knocked unconscious by Irontooth, then proceeds to bleed to death while her comrades are likewise suffering (Gokan, Hal & Sigur are also knocked unconscious- all thanks to Irontooth), or else are left to fight for their lives (Jimmy). The halfling gets to her too late... Hedda is gone.

    Hedda

    ====== Created Using Wizards of the Coast D&D Character Builder ======
    Hedda, level 1
    Minotaur, Cleric (Templar)
    Build: Battle Cleric
    Cleric Option: Healer's Lore
    Auspicious Birth (Auspicious Birth Benefit)
    Theme: Ordained Priest

    FINAL ABILITY SCORES
    STR 18, CON 11, DEX 10, INT 8, WIS 18, CHA 13

    STARTING ABILITY SCORES
    STR 16, CON 11, DEX 10, INT 8, WIS 16, CHA 13

    AC: 16 Fort: 14 Ref: 10 Will: 16
    HP: 30 Surges: 8 Surge Value: 7

    TRAINED SKILLS
    Diplomacy +6, Heal +9, Insight +9, Religion +4

    UNTRAINED SKILLS
    Acrobatics –1, Arcana –1, Athletics +3, Bluff +1, Dungeoneering +4, Endurance –1, History –1, Intimidate +1, Nature +6, Perception +6, Stealth –1, Streetwise +1, Thievery –1

    POWERS
    Basic Attack: Melee Basic Attack
    Basic Attack: Ranged Basic Attack
    Ordained Priest Attack: Shining Symbol
    Minotaur Racial Power: Goring Charge
    Cleric Feature: Divine Fortune
    Cleric Feature: Turn Undead
    Cleric Utility: Healing Word
    Cleric Attack 1: Righteous Brand
    Cleric Attack 1: Gaze of Defiance
    Cleric Attack 1: War Priest's Strike
    Cleric Attack 1: Avenging Flame

    FEATS
    Level 1: Ritual Caster
    Level 1: Weapon Expertise (Mace)

    ITEMS
    Ritual Book
    Comrades' Succor
    Comprehend Language
    Chainmail x1
    Adventurer's Kit
    Morningstar x1
    Holy Symbol x1
    Sling
    ====== End ======



    Jimmy Hoofenburger


    Jimmy, Male Halfling Trickster Rogue Level 3

    Played by Dan


    Jimmy Hoofenburger

    ====== Created Using Wizards of the Coast D&D Character Builder ======
    Jimmy Hoofenburger, level 3
    Halfling, Rogue (Scoundrel)
    Build: Trickster Rogue
    Rogue Tactics Option: Cunning Sneak
    Rogue Option: Scoundrel Weapon Talent
    Auspicious Birth (Auspicious Birth Benefit)
    Theme: Outlaw

    FINAL ABILITY SCORES
    STR 8, CON 10, DEX 20, INT 10, WIS 11, CHA 16

    STARTING ABILITY SCORES
    STR 8, CON 10, DEX 18, INT 10, WIS 11, CHA 14

    AC: 18 Fort: 11 Ref: 18 Will: 14
    HP: 42 Surges: 6 Surge Value: 10

    TRAINED SKILLS
    Acrobatics +13, Bluff +9, Perception +6, Stealth +11, Streetwise +9, Thievery +13

    UNTRAINED SKILLS
    Arcana +1, Athletics +0, Diplomacy +4, Dungeoneering +1, Endurance +1, Heal +1, History +1, Insight +1, Intimidate +4, Nature +1, Religion +1

    POWERS
    Basic Attack: Melee Basic Attack
    Basic Attack: Ranged Basic Attack
    Outlaw Attack: Surprise Strike
    Halfling Racial Power: Second Chance
    Rogue Attack 1: Deft Strike
    Rogue Attack 1: Sly Flourish
    Rogue Attack 1: Acrobat's Blade Trick
    Rogue Attack 1: Blinding Barrage
    Rogue Utility 2: Tumble
    Rogue Attack 3: Fleeting Spirit Strike

    FEATS
    Level 1: Light Blade Expertise
    Level 2: Backstabber

    ITEMS
    Leather Armor x1
    Adventurer's Kit
    Dagger x6
    Shuriken
    Vicious Dagger +1 x1
    ====== End ======


    ====== Created Using Wizards of the Coast D&D Character Builder ======
    Jimmy Hoofenburger, level 2
    Halfling, Rogue (Scoundrel)
    Build: Trickster Rogue
    Rogue Tactics Option: Cunning Sneak
    Rogue Option: Scoundrel Weapon Talent
    Auspicious Birth (Auspicious Birth Benefit)
    Theme: Outlaw

    FINAL ABILITY SCORES
    STR 8, CON 10, DEX 20, INT 10, WIS 11, CHA 16

    STARTING ABILITY SCORES
    STR 8, CON 10, DEX 18, INT 10, WIS 11, CHA 14

    AC: 18 Fort: 11 Ref: 18 Will: 14
    HP: 37 Surges: 6 Surge Value: 9

    TRAINED SKILLS
    Acrobatics +13, Bluff +9, Perception +6, Stealth +11, Streetwise +9, Thievery +13

    UNTRAINED SKILLS
    Arcana +1, Athletics +0, Diplomacy +4, Dungeoneering +1, Endurance +1, Heal +1, History +1, Insight +1, Intimidate +4, Nature +1, Religion +1

    POWERS
    Basic Attack: Melee Basic Attack
    Basic Attack: Ranged Basic Attack
    Outlaw Attack: Surprise Strike
    Halfling Racial Power: Second Chance
    Rogue Attack 1: Deft Strike
    Rogue Attack 1: Sly Flourish
    Rogue Attack 1: Acrobat's Blade Trick
    Rogue Attack 1: Blinding Barrage
    Rogue Utility 2: Tumble

    FEATS
    Level 1: Light Blade Expertise
    Level 2: Backstabber

    ITEMS
    Leather Armor x1
    Adventurer's Kit
    Dagger x6
    Shuriken
    Vicious Dagger +1 x1
    ====== End ======


    ====== Created Using Wizards of the Coast D&D Character Builder ======
    Jimmy Hoofenburger, level 1
    Halfling, Rogue (Scoundrel)
    Build: Trickster Rogue
    Rogue Tactics Option: Cunning Sneak
    Rogue Option: Scoundrel Weapon Talent
    Auspicious Birth (Auspicious Birth Benefit)
    Theme: Outlaw

    FINAL ABILITY SCORES
    STR 8, CON 10, DEX 20, INT 10, WIS 11, CHA 16

    STARTING ABILITY SCORES
    STR 8, CON 10, DEX 18, INT 10, WIS 11, CHA 14

    AC: 17 Fort: 10 Ref: 17 Will: 13
    HP: 32 Surges: 6 Surge Value: 8

    TRAINED SKILLS
    Acrobatics +12, Bluff +8, Perception +5, Stealth +10, Streetwise +8, Thievery +12

    UNTRAINED SKILLS
    Arcana +0, Athletics –1, Diplomacy +3, Dungeoneering +0, Endurance +0, Heal +0, History +0, Insight +0, Intimidate +3, Nature +0, Religion +0

    POWERS
    Basic Attack: Melee Basic Attack
    Basic Attack: Ranged Basic Attack
    Outlaw Attack: Surprise Strike
    Halfling Racial Power: Second Chance
    Rogue Attack 1: Deft Strike
    Rogue Attack 1: Sly Flourish
    Rogue Attack 1: Acrobat's Blade Trick
    Rogue Attack 1: Blinding Barrage

    FEATS
    Level 1: Light Blade Expertise

    ITEMS
    Leather Armor x1
    Adventurer's Kit
    Dagger x6
    +1 Vicious Dagger
    Shuriken
    ====== End ======



    Sigur of Hammerfast


    Sigur, Male Dwarf Wrathful Invoker Level 3

    Played by Steve


    Sigur

    ====== Created Using Wizards of the Coast D&D Character Builder ======
    Sigur of Hammerfast, level 3
    Dwarf, Invoker
    Build: Wrathful Invoker
    Divine Covenant Option: Covenant of Wrath
    Early Life - Imprisoned (Thievery class skill)
    Theme: Earthforger

    FINAL ABILITY SCORES
    STR 10, CON 16, DEX 11, INT 10, WIS 20, CHA 8

    STARTING ABILITY SCORES
    STR 10, CON 14, DEX 11, INT 10, WIS 18, CHA 8


    AC: 17 Fort: 16 Ref: 13 Will: 18
    HP: 34 Surges: 9 Surge Value: 8

    TRAINED SKILLS
    Endurance +10, Insight +11, Religion +6, Thievery +5

    UNTRAINED SKILLS
    Acrobatics +0, Arcana +1, Athletics +0, Bluff +0, Diplomacy +0, Dungeoneering +8, Heal +6, History +1, Intimidate +0, Nature +6, Perception +6, Stealth +0, Streetwise +0

    POWERS
    Basic Attack: Melee Basic Attack
    Basic Attack: Ranged Basic Attack
    Earthforger Attack: Stone Panoply
    Dwarf Racial Power: Dwarven Resilience
    Invoker Feature: Rebuke Undead
    Covenant of Wrath Power: Armor of Wrath
    Invoker Attack 1: Visions of Blood
    Invoker Attack 1: Hand of Radiance
    Invoker Attack 1: Thunder of Judgment
    Invoker Attack 1: Angelic Echelon
    Invoker Utility 2: Wall of Light
    Invoker Attack 3: Falling Leaves

    FEATS
    Level 1: Ritual Caster
    Level 1: Implement Expertise (Rod)
    Level 2: Improved Defenses

    ITEMS
    Ritual Book
    Hand of Fate
    Pass Without Trace
    Chainmail x1
    Adventurer's Kit
    Mace x1
    Hand crossbow
    Rod of Absorption +1
    Flame Bracers (heroic tier) x1
    ====== End ======


    ====== Created Using Wizards of the Coast D&D Character Builder ======
    Sigur of Hammerfast, level 2
    Dwarf, Invoker
    Build: Wrathful Invoker
    Divine Covenant Option: Covenant of Wrath
    Early Life - Imprisoned (Thievery class skill)
    Theme: Earthforger

    FINAL ABILITY SCORES
    STR 10, CON 16, DEX 11, INT 10, WIS 20, CHA 8

    STARTING ABILITY SCORES
    STR 10, CON 14, DEX 11, INT 10, WIS 18, CHA 8

    AC: 17 Fort: 16 Ref: 13 Will: 18
    HP: 30 Surges: 9 Surge Value: 7

    TRAINED SKILLS
    Endurance +10, Insight +11, Religion +6, Thievery +5

    UNTRAINED SKILLS
    Acrobatics +0, Arcana +1, Athletics +0, Bluff +0, Diplomacy +0, Dungeoneering +8, Heal +6, History +1, Intimidate +0, Nature +6, Perception +6, Stealth +0, Streetwise +0

    POWERS
    Basic Attack: Melee Basic Attack
    Basic Attack: Ranged Basic Attack
    Earthforger Attack: Stone Panoply
    Dwarf Racial Power: Dwarven Resilience
    Invoker Feature: Rebuke Undead
    Covenant of Wrath Power: Armor of Wrath
    Invoker Attack 1: Visions of Blood
    Invoker Attack 1: Hand of Radiance
    Invoker Attack 1: Thunder of Judgment
    Invoker Attack 1: Angelic Echelon
    Invoker Utility 2: Wall of Light

    FEATS
    Level 1: Ritual Caster
    Level 1: Implement Expertise (Rod)
    Level 2: Improved Defenses

    ITEMS
    Ritual Book
    Hand of Fate
    Pass Without Trace
    Chainmail x1
    Adventurer's Kit
    Mace x1
    Hand crossbow
    Rod of Absorption +1
    Flame Bracers (heroic tier) x1
    ====== End ======


    ====== Created Using Wizards of the Coast D&D Character Builder ======
    Sigur of Hammerfast, level 1
    Dwarf, Invoker
    Build: Wrathful Invoker
    Divine Covenant Option: Covenant of Wrath
    Early Life - Imprisoned (Thievery class skill)
    Theme: Earthforger

    FINAL ABILITY SCORES
    STR 10, CON 16, DEX 11, INT 10, WIS 20, CHA 8

    STARTING ABILITY SCORES
    STR 10, CON 14, DEX 11, INT 10, WIS 18, CHA 8

    AC: 16 Fort: 14 Ref: 11 Will: 16
    HP: 26 Surges: 9 Surge Value: 6

    TRAINED SKILLS
    Endurance +9, Insight +10, Religion +5, Thievery +4

    UNTRAINED SKILLS
    Acrobatics –1, Arcana +0, Athletics –1, Bluff –1, Diplomacy –1, Dungeoneering +7, Heal +5, History +0, Intimidate –1, Nature +5, Perception +5, Stealth –1, Streetwise –1

    POWERS
    Basic Attack: Melee Basic Attack
    Basic Attack: Ranged Basic Attack
    Earthforger Attack: Stone Panoply
    Dwarf Racial Power: Dwarven Resilience
    Invoker Feature: Rebuke Undead
    Covenant of Wrath Power: Armor of Wrath
    Invoker Attack 1: Visions of Blood
    Invoker Attack 1: Hand of Radiance
    Invoker Attack 1: Thunder of Judgment
    Invoker Attack 1: Angelic Echelon

    FEATS
    Level 1: Ritual Caster
    Level 1: Implement Expertise (Rod)

    ITEMS
    Ritual Book
    Hand of Fate
    Pass Without Trace
    Chainmail x1
    Adventurer's Kit
    Mace x1
    Hand crossbow
    Rod Implement
    +1 Rod of Absorption
    ====== End ======



    Tonka


    Tonka, Male Dragonborn Inspiring Warlord Level 3

    Played by Stu (who played Hedda)


    Tonka

    ====== Created Using Wizards of the Coast D&D Character Builder ======
    Tonka, level 3
    Dragonborn, Warlord (Marshal)
    Build: Inspiring Warlord
    Warlord Option: Combat Leader
    Commanding Presence Option: Inspiring Presence
    Dragonborn Racial Power Option: Dragon Breath
    Dragon Breath Key Ability: Dragon Breath Strength
    Dragon Breath Damage Type: Dragon Breath Lightning
    Auspicious Birth (Auspicious Birth Benefit)
    Theme: Knight Hospitaler

    FINAL ABILITY SCORES
    STR 19, CON 10, DEX 11, INT 8, WIS 10, CHA 18

    STARTING ABILITY SCORES
    STR 17, CON 10, DEX 11, INT 8, WIS 10, CHA 16

    AC: 18 Fort: 17 Ref: 13 Will: 17
    HP: 41 Surges: 7 Surge Value: 10

    TRAINED SKILLS
    Athletics +9, Diplomacy +10, Heal +6, Intimidate +12

    UNTRAINED SKILLS
    Acrobatics +0, Arcana +0, Bluff +5, Dungeoneering +1, Endurance +0, History +2, Insight +1, Nature +1, Perception +1, Religion +0, Stealth +0, Streetwise +5, Thievery +0

    POWERS
    Basic Attack: Melee Basic Attack
    Basic Attack: Ranged Basic Attack
    Knight Hospitaler Utility: Shield of Devotion
    Dragonborn Racial Power: Dragon Breath
    Warlord Feature: Inspiring Word
    Warlord Attack 1: Wolf Pack Tactics
    Warlord Attack 1: Rousing Assault
    Warlord Attack 1: Guarding Attack
    Warlord Attack 1: Leader's Instincts
    Warlord Utility 2: Inspired Belligerence
    Warlord Attack 3: Warlord's Strike

    FEATS
    Level 1: Improved Inspiring Word
    Level 2: Heavy Blade Expertise

    ITEMS
    Chainmail x1
    Adventurer's Kit
    Longsword x1
    Light Shield x1
    Javelin
    Healer's Brooch +1 x1
    Vengeful Longsword +1
    ====== End ======


    ====== Created Using Wizards of the Coast D&D Character Builder ======
    Tonka, level 2
    Dragonborn, Warlord (Marshal)
    Build: Inspiring Warlord
    Warlord Option: Combat Leader
    Commanding Presence Option: Inspiring Presence
    Dragonborn Racial Power Option: Dragon Breath
    Dragon Breath Key Ability: Dragon Breath Strength
    Dragon Breath Damage Type: Dragon Breath Lightning
    Auspicious Birth (Auspicious Birth Benefit)
    Theme: Knight Hospitaler

    FINAL ABILITY SCORES
    STR 19, CON 10, DEX 11, INT 8, WIS 10, CHA 18

    STARTING ABILITY SCORES
    STR 17, CON 10, DEX 11, INT 8, WIS 10, CHA 16

    AC: 18 Fort: 17 Ref: 13 Will: 17
    HP: 36 Surges: 7 Surge Value: 9

    TRAINED SKILLS
    Athletics +9, Diplomacy +10, Heal +6, Intimidate +12

    UNTRAINED SKILLS
    Acrobatics +0, Arcana +0, Bluff +5, Dungeoneering +1, Endurance +0, History +2, Insight +1, Nature +1, Perception +1, Religion +0, Stealth +0, Streetwise +5, Thievery +0

    POWERS
    Basic Attack: Melee Basic Attack
    Basic Attack: Ranged Basic Attack
    Knight Hospitaler Utility: Shield of Devotion
    Dragonborn Racial Power: Dragon Breath
    Warlord Feature: Inspiring Word
    Warlord Attack 1: Wolf Pack Tactics
    Warlord Attack 1: Rousing Assault
    Warlord Attack 1: Guarding Attack
    Warlord Attack 1: Leader's Instincts
    Warlord Utility 2: Inspired Belligerence

    FEATS
    Level 1: Improved Inspiring Word
    Level 2: Heavy Blade Expertise

    ITEMS
    Chainmail x1
    Adventurer's Kit
    Longsword x1
    Light Shield x1
    Javelin
    Healer's Brooch +1 x1
    ====== End ======


    ====== Created Using Wizards of the Coast D&D Character Builder ======
    Tonka, level 1
    Dragonborn, Warlord (Marshal)
    Build: Inspiring Warlord
    Warlord Option: Combat Leader
    Commanding Presence Option: Inspiring Presence
    Dragonborn Racial Power Option: Dragon Breath
    Dragon Breath Key Ability: Dragon Breath Strength
    Dragon Breath Damage Type: Dragon Breath Lightning
    Auspicious Birth (Auspicious Birth Benefit)
    Theme: Knight Hospitaler

    FINAL ABILITY SCORES
    STR 19, CON 10, DEX 11, INT 8, WIS 10, CHA 18

    STARTING ABILITY SCORES
    STR 17, CON 10, DEX 11, INT 8, WIS 10, CHA 16

    AC: 17 Fort: 16 Ref: 12 Will: 16
    HP: 31 Surges: 7 Surge Value: 7

    TRAINED SKILLS
    Athletics +8, Diplomacy +9, Heal +5, Intimidate +11

    UNTRAINED SKILLS
    Acrobatics –1, Arcana –1, Bluff +4, Dungeoneering +0, Endurance –1, History +1, Insight +0, Nature +0, Perception +0, Religion –1, Stealth –1, Streetwise +4, Thievery –1

    POWERS
    Basic Attack: Melee Basic Attack
    Basic Attack: Ranged Basic Attack
    Knight Hospitaler Utility: Shield of Devotion
    Dragonborn Racial Power: Dragon Breath
    Warlord Feature: Inspiring Word
    Warlord Attack 1: Wolf Pack Tactics
    Warlord Attack 1: Rousing Assault
    Warlord Attack 1: Guarding Attack
    Warlord Attack 1: Leader's Instincts

    FEATS
    Level 1: Improved Inspiring Word

    ITEMS
    Chainmail x1
    Adventurer's Kit
    Longsword x1
    Light Shield x1
    Javelin
    ====== End ======



    Ramm


    Ramm, Male Minotaur Guardian Fighter Level 3

    Played by Lee (who played Hal)


    Ramm

    ====== Created Using Wizards of the Coast D&D Character Builder ======
    Ramm, level 3
    Minotaur, Fighter (Weaponmaster)
    Build: Guardian Fighter
    Fighter Option: Combat Superiority
    Fighter Talents Option: One-handed Weapon Talent
    Occupation - Bounty Hunter (+2 to Perception)
    Theme: Stormraider

    FINAL ABILITY SCORES
    STR 19, CON 18, DEX 10, INT 10, WIS 11, CHA 8

    STARTING ABILITY SCORES
    STR 17, CON 16, DEX 10, INT 10, WIS 11, CHA 8

    AC: 22 Fort: 17 Ref: 13 Will: 11
    HP: 45 Surges: 14 Surge Value: 11

    TRAINED SKILLS
    Athletics +6, Endurance +6, Heal +6

    UNTRAINED SKILLS
    Acrobatics –3, Arcana +1, Bluff +0, Diplomacy +0, Dungeoneering +1, History +1, Insight +1, Intimidate +0, Nature +3, Perception +5, Religion +1, Stealth –3, Streetwise +0, Thievery –3

    POWERS
    Basic Attack: Melee Basic Attack
    Basic Attack: Ranged Basic Attack
    Stormraider Attack: Storm the Deck
    Minotaur Racial Power: Goring Charge
    Fighter Attack: Combat Challenge
    Fighter Attack 1: Weapon Master's Strike
    Fighter Attack 1: Tide of Iron
    Fighter Attack 1: Shield Bash
    Fighter Attack 1: Shove and Slap
    Fighter Utility 2: Unstoppable
    Fighter Attack 3: Sweeping Blow

    FEATS
    Level 1: Armor Proficiency: Plate
    Level 2: Weapon Expertise (Heavy Blade)

    ITEMS
    Adventurer's Kit
    Heavy Shield x1
    Vanguard Battleaxe +1 x1
    Javelin
    Black Iron Plate Armor +1 x1
    ====== End ======


    ====== Created Using Wizards of the Coast D&D Character Builder ======
    Ramm, level 2
    Minotaur, Fighter (Weaponmaster)
    Build: Guardian Fighter
    Fighter Option: Combat Superiority
    Fighter Talents Option: One-handed Weapon Talent
    Occupation - Bounty Hunter (+2 to Perception)
    Theme: Stormraider

    FINAL ABILITY SCORES
    STR 19, CON 18, DEX 10, INT 10, WIS 11, CHA 8

    STARTING ABILITY SCORES
    STR 17, CON 16, DEX 10, INT 10, WIS 11, CHA 8

    AC: 21 Fort: 17 Ref: 13 Will: 11
    HP: 39 Surges: 14 Surge Value: 9

    TRAINED SKILLS
    Athletics +6, Endurance +6, Heal +6

    UNTRAINED SKILLS
    Acrobatics –3, Arcana +1, Bluff +0, Diplomacy +0, Dungeoneering +1, History +1, Insight +1, Intimidate +0, Nature +3, Perception +5, Religion +1, Stealth –3, Streetwise +0, Thievery –3

    POWERS
    Basic Attack: Melee Basic Attack
    Basic Attack: Ranged Basic Attack
    Stormraider Attack: Storm the Deck
    Minotaur Racial Power: Goring Charge
    Fighter Attack: Combat Challenge
    Fighter Attack 1: Weapon Master's Strike
    Fighter Attack 1: Tide of Iron
    Fighter Attack 1: Shield Bash
    Fighter Attack 1: Shove and Slap
    Fighter Utility 2: Unstoppable

    FEATS
    Level 1: Armor Proficiency: Plate
    Level 2: Weapon Expertise (Heavy Blade)

    ITEMS
    Plate Armor x1
    Adventurer's Kit
    Heavy Shield x1
    Vanguard Battleaxe +1 x1
    Javelin
    ====== End ======



    Eko


    Eko, Female Half-Elf Valorous Bard Level 2

    Played by Steve (who also plays Sigur)


    Eko totes her +1 Orium Wand.

    Eko

    ====== Created Using Wizards of the Coast D&D Character Builder ======
    Eko, level 2
    Half-Elf, Bard
    Build: Valorous Bard
    Bardic Virtue Option: Virtue of Valor
    Signs of Influence Option: Welcome Guest
    Signs of Influence Option: Ritual Beneficiary
    Half-Elf Power Selection Option: Knack for Success
    Auspicious Birth (Auspicious Birth Benefit)
    Theme: Dune Trader

    FINAL ABILITY SCORES
    STR 10, CON 13, DEX 10, INT 14, WIS 8, CHA 20

    STARTING ABILITY SCORES
    STR 10, CON 11, DEX 10, INT 14, WIS 8, CHA 18

    AC: 18 Fort: 12 Ref: 15 Will: 17
    HP: 37 Surges: 8 Surge Value: 9

    TRAINED SKILLS
    Arcana +8, Diplomacy +13, Heal +5, Intimidate +11, Perception +5

    UNTRAINED SKILLS
    Acrobatics +1, Athletics +1, Bluff +7, Dungeoneering +1, Endurance +2, History +4, Insight +3, Nature +1, Religion +4, Stealth +1, Streetwise +7, Thievery +1

    POWERS
    Basic Attack: Melee Basic Attack
    Basic Attack: Ranged Basic Attack
    Dune Trader Feature: Quick Formation
    Half-Elf Racial Power: Knack for Success
    Bard Feature: Majestic Word
    Bard Feature: Words of Friendship
    Bard Attack 1: Staggering Note
    Bard Attack 1: Vicious Mockery
    Bard Attack 1: Shout of Triumph
    Bard Attack 1: Stirring Shout
    Bard Utility 2: Concerted Effort

    FEATS
    Level 1: Ritual Caster
    Level 1: Improved Majestic Word
    Level 2: Wand Expertise

    ITEMS
    Ritual Book
    Traveler's Chant
    Alarm
    Chainmail x1
    Adventurer's Kit
    Longsword x1
    Light Shield x1
    Orium Wand +1
    Longbow
    ====== End ======



    The Red Baron


    The Red Baron, Male Wood Elf Archer Ranger Level 2

    Played by Dave (who also plays Gokan)


    The Red Baron grips tight to his +1 Retributive Longbow.

    Red Baron

    ====== Created Using Wizards of the Coast D&D Character Builder ======
    Red Baron, level 2
    Wood Elf, Ranger
    Build: Archer Ranger
    Harper Pin Option: Tymora's Luck
    Fighting Style Option: Archer Fighting Style
    Ranger Option: Prime Shot
    Auspicious Birth (Auspicious Birth Benefit)
    Theme: Harper Agent

    FINAL ABILITY SCORES
    STR 11, CON 8, DEX 20, INT 10, WIS 16, CHA 10

    STARTING ABILITY SCORES
    STR 11, CON 8, DEX 18, INT 10, WIS 14, CHA 10

    AC: 19 Fort: 12 Ref: 17 Will: 14
    HP: 37 Surges: 5 Surge Value: 9

    TRAINED SKILLS
    Acrobatics +10, Heal +9, Nature +11, Perception +11, Stealth +10

    UNTRAINED SKILLS
    Arcana +1, Athletics +0, Bluff +1, Diplomacy +1, Dungeoneering +4, Endurance –1, History +1, Insight +4, Intimidate +1, Religion +1, Streetwise +1, Thievery +5

    POWERS
    Basic Attack: Melee Basic Attack
    Basic Attack: Ranged Basic Attack
    Hunter's Quarry Power: Hunter's Quarry
    Ranger Attack 1: Twin Strike
    Ranger Attack 1: Nimble Strike
    Ranger Attack 1: Two-Fanged Strike
    Ranger Attack 1: Split the Tree
    Harper Agent Utility 2: Harper's Healing Boon

    FEATS
    Defensive Mobility
    Level 1: Weapon Focus (Bow)
    Level 2: Bow Expertise

    ITEMS
    Hide Armor x1
    Adventurer's Kit
    Longbow
    Longsword
    Retributive Longbow +1 x1
    ====== End ======



    Sir Garlik


    Sir Garlik, Male Dragonborn Avenging Paladin Level 2

    Played by Stu (who also plays Tonka, and previously Hedda)


    Sir Garlik wields his +1 Longsword Sentinel Martial Honour Blade, a family heirloom.

    Sir Garlik

    ====== Created Using Wizards of the Coast D&D Character Builder ======
    Sir Garlik, level 2
    Dragonborn, Paladin
    Build: Avenging Paladin
    Versatile Expertise Option: Versatile Expertise (Heavy Blade)
    Versatile Expertise Option: Versatile Expertise (Holy Symbol)
    Dragonborn Racial Power Option: Dragon Breath
    Dragon Breath Key Ability: Dragon Breath Strength
    Dragon Breath Damage Type: Dragon Breath Acid
    Auspicious Birth (Auspicious Birth Benefit)
    Theme: Gladiator

    FINAL ABILITY SCORES
    STR 18, CON 10, DEX 10, INT 8, WIS 17, CHA 13

    STARTING ABILITY SCORES
    STR 16, CON 10, DEX 10, INT 8, WIS 17, CHA 11

    AC: 21 Fort: 16 Ref: 14 Will: 15
    HP: 39 Surges: 11 Surge Value: 9

    TRAINED SKILLS
    Diplomacy +7, Heal +9, Insight +9, Religion +5

    UNTRAINED SKILLS
    Acrobatics –3, Arcana +0, Athletics +1, Bluff +2, Dungeoneering +4, Endurance –3, History +2, Intimidate +4, Nature +4, Perception +4, Stealth –3, Streetwise +2, Thievery –3

    POWERS
    Basic Attack: Melee Basic Attack
    Basic Attack: Ranged Basic Attack
    Gladiator Feature: Disrupting Advance
    Dragonborn Racial Power: Dragon Breath
    Paladin Feature: Divine Mettle
    Paladin Feature: Divine Strength
    Paladin Feature: Divine Challenge
    Paladin Feature: Lay on Hands
    Paladin Attack 1: Holy Strike
    Paladin Attack 1: Valiant Strike
    Paladin Attack 1: Radiant Smite
    Paladin Attack 1: Paladin's Judgment
    Paladin Utility 2: Sacred Circle

    FEATS
    Level 1: Versatile Expertise
    Level 2: Devoted Paladin

    ITEMS
    Plate Armor x1
    Adventurer's Kit
    Longsword
    Heavy Shield x1
    Sentinel Marshal Honor Blade Longsword +1 x1
    Javelin
    ====== End ======




    Dead PCs


    First to fall-

    Hedda, Female Minotaur Battle Priest of Bahamut Level 1

    Played by Stu



    Killed in Encounter 4 The Kobold Lair- Irontooth! in KOTS.
    Hedda is knocked unconscious by Irontooth, then proceeds to bleed to death while her comrades are likewise suffering (Gokan, Hal & Sigur are also knocked unconscious- all thanks to Irontooth), or else are left to fight for their lives (Jimmy). The halfling gets to her too late... Hedda is gone.

    Second down-

    Hal 5000, Male Warforged Great Weapon Fighter Level 1

    Played by Lee


    Now with +1 Greatsword

    Killed in Encounter 9 The Rat Pack in KOTS.
    Hal is the third PC to fall unconscious in this encounter, although his fall is final- the metal man takes a blade to the face from a Scurrying Wererat, a crit, for 22 damage- Hal is only on 2 Hit Points at the time. Hal's dead, his last words- "I have failed!".



    Last edited by Goonalan; Thursday, 21st November, 2013 at 11:29 PM.
    Check out my 4E Campaign- HARD CORE a final attempt to play through the WOTC core modules- obviously we've made a few changes along the way.

    Or else there's my Let's Play scenarios, a bunch of one-off games, mostly, you'd best go check out the list.

    Let's Play series also available, all in one place, at Obsidian Portal.

  3. #3
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    Goodman GamesD&D

    ø Ignore Goonalan
    Stats

    Warning Spoilers!

    The various hidden sections below contain details, as indicated, about the characters in play- reading these sections before reading the story may limit your enjoyment- you have been warned.

    Warning Stats!

    I love my stats, by which I mean the dumb lists that all DMs (fingers-crossed) make, this is the place for them. See spoilers above though, reading these before you have read the story will take some of the fun away.

    I'll add lists and other things, like summaries of the action, here as and when I think of them...

    Monsters Defeated by PCs Level 1- KOTS


    25 XP each (x44 = 1100xp)
    Goblin Cutter (Minion Skirmisher 1) x7 (Enc 8)
    Kobold Minion (Minion 1) x33 (Enc 1 x12 & Enc 3 x11 & Enc 4 x10)
    Wolf Packmate (Minion Skirmisher 1) x4 (Enc 5)

    31 XP each (x4 = 124xp)
    Human Rabble (Minion 2) x4 (Enc 2)

    50 XP each (x4 = 200xp)
    Wererat Scum (Minion Skirmisher 5) x4 (Enc 9)

    100 XP each (x18 = 1800xp)
    Goblin Acolyte of Maglubiyet (Controller 1) x1 (Enc 8)
    Goblin Archer (Skirmisher 1) x1 (Enc 8)
    Goblin Beast Marshal (Skirmisher 1) x1 (Enc 5)
    Goblin Beast Rider (Skirmisher 1) x1 (Enc 5)
    Goblin Blackblade (Lurker 1) x1 (Enc 7)
    Goblin Cutthroat (Skirmisher 1) x1 (Enc 7)
    Goblin Warrior (Skirmisher 1) x3 (Enc 8)
    Kobold Guttersnipe (Artillery 1) x1 (Enc 1)
    Kobold Skirmisher (Skirmisher 1) x4 (Enc 1 x1 & Enc 4 x3)
    Kobold Slinger (Artillery 1) x1 (Enc 3)
    Kobold Slink (Lurker 1) x1 (Enc 3)
    Rat Dire (Brute 1) x2 (Enc 9)

    125 XP each (x17 = 2125xp)
    Demon Dretch (Brute 2) x2 (Enc 6)
    Drake Guard (Brute 2) x2 (Enc 2)
    Gnome Skulk- Agrid (Lurker 2) x1 (Enc 2)
    Goblin Cursespewer (Artillery 2) x1 (Enc 6)
    Goblin Guard (Soldier 2) x1 (Enc 6)
    Goblin Sharpshooter (Artillery 2) x3 (Enc 5 x1 & Enc 6 x1 & Enc 7 x1)
    Goblin Wizard (Artillery 2) x1 (Enc 5)
    Kobold Denwarden (Soldier 2) x2 (Enc 4)
    Kobold Dragonshield (Soldier 2) x2 (Enc 1 x1 & Enc 3 x1)
    Kobold Pikeman (Brute 2) x1 (Enc 1)
    Wolf Grey (Skirmisher 2) x1 (Enc 5)

    150 XP each (x4 = 600xp)
    Goblin Cursespewer (Artillery 3) x1 (Enc 7)
    Kobold Wyrmpriest (Artillery 3) x2 (Enc 3 x1 & Enc 4 x1)
    Wererat Scurrying (Skirmisher 3) x1 (Enc 9)

    175 XP each (x2 = 350xp)
    Kobold Slyblade (Lurker 4) x1 (Enc 3)
    Spectral Apparition (Lurker 4) x1 (Enc 2)

    250 XP each (x1 = 250xp)
    Hobgoblin Subcommander (Elite Soldier 2) x1 (Enc 7)

    300 XP each (x1 = 300xp)
    Goblin Chief- Irontooth (Elite Brute 3) x1 (Enc 4)

    400 XP each (x1 = 400xp)
    Goblin Chief- Balgron the Fat (Elite Lurker 5) x1 (Enc 8)

    Total 96 Monsters/Traps/Skill Challenges
    Total 7249 XP
    Monster Average XP 75.51



    Monsters Defeated by PCs Level 2- KOTS


    25 XP each (x18 = 450xp)
    Skeleton Decrepit (Minion Skirmisher 1) x8 (Enc 13)
    Wererat Minion (Minion Skirmisher 1) x10 (Enc 10)

    38 XP each (x15 = 570xp)
    Hobgoblin Grunt (Minion 3) x5 (Enc 11)
    Zombie Rotter (Minion 3) x10 (Enc 12)

    50 XP each (x2 = 100xp)
    Wererat Scum (Minion Skirmisher 5) x2 (Enc 10)

    100 XP each (x1 = 100xp)
    Zombie Tainted (Brute 1) x1 (Enc 12)

    125 XP each (x6 = 750xp)
    Rat Swarm (Skirmisher 2) x1 (Enc 10)
    Wererat (Skirmisher 2) x3 (Enc 10)
    Zombie Goblin Archer (Artillery 2) x2 (Enc 12)

    150 XP each (x5 = 750xp)
    Hobgoblin Soldier (Soldier 3) x2 (Enc 11)
    Skeleton Warrior (Soldier 3) x2 (Enc 13)
    Wererat Scurrying (Skirmisher 3) x1 (Enc 10)

    175 XP each (x1 = 175xp)
    Hobgoblin Spear Soldier (Soldier 4) x1 (Enc 11)

    200 XP each (x2 = 400xp)
    Hobgoblin Warmonger (Artillery 5) x1 (Enc 11)
    Wight Hobgoblin (Skirmisher 5) x1 (Enc 11)

    300 XP each (x1 = 300xp)
    Skeleton Mage (Elite Controller 3) x1 (Enc 13)

    350 XP each (x1 = 350xp)
    Zombie Hulk (Brute 8) x1 (Enc 12)

    400 XP each (x1 = 400xp)
    Wererat Mugger (Elite Brute 5) x1 (Enc 10)

    875 XP each (x1 = 875xp)
    Skeleton Lord- Sir Keegan (Solo Brute 4) x1 (Enc 14)
    Skill Challenge- Defeat Sir Keegan (Combined with above)

    Total 54 Monsters/Traps/Skill Challenges
    Total 5220 XP
    Monster Average XP 96.67



    Monsters Defeated by PCs Level 3- KOTS


    25 XP each
    Skeleton Decrepit (Minion Skirmisher 1) x9 (Enc 18)

    38 XP each
    Hobgoblin Grunt (Minion 3) x9 (Enc 15 & 16)

    50 XP each
    Hobgoblin Sentry (Minion Soldier 5) x1 (Enc 15)

    150 XP each
    Hobgoblin Battle Guard (Soldier 3) x1 (Enc 16)
    Hobgoblin Deathwatcher (Soldier 3) x1 (Enc 16)
    Hobgoblin Soldier (Soldier 3) x2 (Enc 15 & 16)
    Zombie Gravehound (Brute 3) x2 (Enc 18)

    200 XP each
    Hobgoblin Archer (Artillery 5) x1 (Enc 15)

    300 XP each
    Hobgoblin Bladebearer (Elite Skirmisher 3) x1 (Enc 16)
    Hobgoblin Warcaster (Elite Controller 3) x1 (Enc 15)

    500 XP each
    Elf Ranger- Ninaran (Elite Artillery 6) x1 (Enc 18)
    Skill Challenge- The Portal x1 (Enc 17)



    A summary of events so far- KOTS


    0) The PCs are hired (without pay) to head to Winterhaven (from Fallcrest) at the behest of Gerda Staul, wife of Douvern Staul- each of the PCs has some form of connection to Douvern. Douvern is supposed to be investigating an archaelogical site just outside of Winterhaven, only he should have been back in Fallcrest five days ago. Gerda is worried.

    1) En route to Winterhaven the PCs are ambushed by a gang of Kobolds lead by Wyrmpriest Bad Derek, the PCs trounce their enemies, only Bad Derek escapes, although Hal is knocked unconscious at one point. The guys head on to Winterhaven.

    1a) The guys arrive in Winterhaven, meet a few of the locals- including Lord Padraig who wants to hire the PCs to put an end to the Kobold menace, the guys have bigger fish to fry. One of the locals, it turns out, knows where Douvern is... The PCs get directions and head off back in to the wilds, looking for the Ancient Burial Site.

    2) The guys locate the Ancient Burial site, chat with a Gnome- Agrid, and a bunch of workers, until a Spectral Apparition turns up and orders the attack. The PCs overcome their foes, including the strange ghostly figure, while Agrid the Gnome surrenders.

    2a) The guys have a pleasant chat with Agrid the Gnome, they learn that he was hired in Fallcrest to kidnap Douvern, and then continue to excavate the Ancient Burial Site. Agrid is being directed by the Spectral Apparition, who also seems to be in league with a bunch of Goblins, and someone called Irontooth! Agrid and his workers have found a small ancient mirror, a child's plaything perhaps- but valuable, while excavating the site.

    2b) The guys head back to Winterhaven with a mostly unconscious Douvern, have a brief chat with the locals again- the suggestion is the guys head back out to take care of the Kobold menace. They're about to leave when they're called back, Douvern is awake- and he has a present for Gokan, a +1 Vanguard Battleaxe. An hour later the PCs head off in search of Kobolds.

    3) The guys get the jump on the Kobolds guarding the lair, although they too have a few surprises of their own. After a bloody fight in which Sigur has to make use of his Angelic Echelon, Daily Power, and in which Jimmy is almost killed the guys win through. All the guards are killed, and without the Kobolds within the waterfall lair being alerted. The PCs move in- time to end the Kobold menace.

    4) The guys get the jump on the guards inside the Kobold lair, and mostly take care of business. Gokan wanders off to find some tougher enemies and with a little help from Jimmy takes down a pair of Denwardens. Bad Derek, the Kobold Wyrmpriest from encounter 1, is here- he blasts the Half-Orc before running off, Gokan in pursuit. The climax of this encounter occurs in the entrance chamber; Irontooth arrives and knocks Hal, then Hedda, then Gokan unconscious. Sigur is blasted by Bad Derek and also knocked unconscious, but not before Jimmy finishes off Irontooth. The Halfling Rogue and Bad Derek go head-to-head, its a close run combat but Jimmy wins as the Kobold falls in to the waterfall. Jimmy tries desperately to revive his fallen friends, alas he's too late to save Hedda- the Minotaur Priestess of Bahamut dies. The others are eventually saved, although Sigur gets awfully close to the edge. The Kobolds are no more, and Irontooth is dead- victory, just.

    4a) The guys rest up in the Kobold's Lair, Jimmy frets- the Halfling is not happy. Hedda's dead body lies close by.

    4b) The PCs head back to Winterhaven, toting Hedda's dead body, the people of the town do their best to help the unhappy adventurers- but nothing can lift the gloom.

    4c) The PCs struggle to come to terms with Hedda's death, and then Tonka arrives. The guys learn a little more about a strange cult that is supposed to inhabit the Keep on the Shadowfell. The decision is finally made, they head out...

    5) The PCs enter the Shadow Keep, kill some assorted Wolves and Goblins in short order and finally capture a Goblin Wizard, at which point Sigur steps in- he has a way with prisoners.

    5a) The Goblin Wizard is interrogated by Sigur, Tonka later provides a summary of all the PCs learn from the pitiful creature. Jimmy has his doubts about Sigur, The PCs press on, heading for a chamber the Goblins are excavating, looking for something- strange?

    6) The PCs fail to get the drop on a bunch of Goblins excavating a chamber (for what?), matters take a turn for the worse when two Demon Dretches hold the guys at bay for a while. However, as always, the PCs win through- eventually cutting down the Demons and chasing after the Goblins left alive- a prisoner is taken.

    6a) The Goblin Sharpshooter is interrogated, more info is found out. Jimmy continues to worry over Sigur, the 'nutter', and then the guys head off to find the Torture chamber- which should provide them with some more fun.

    7) The PCs burst in on the Hobgoblin lead torturer's, the surprise attack proves fatal for two of the Goblins, which makes for an easy, and quick, encounter. No prisoners are taken, the Goblinoids are cut down in style.

    7a) The PCs search the chamber, and the Goblins, and discover a magical +1 Healing Brooch (taken by Tonka). They then head off in search of the Goblin chief- Balgron the Fat, they don't have far to go...

    8) The PCs wail on Balgron the Fat and his associates, and in return take a kicking with Tonka, Hal and Gokan all getting knocked down (briefly). The fight is bloody and brutal versus the Goblin Chief and his pals, the guys eventually work their way through the Chief's followers, however Balgron does a runner. He flees via a pair of secret doors and makes his way back to the excavation site, alas (for him) the area has already been cleared. Balgron fights to the last, and is finally cut down by Gokan.

    8a) The PCs rest up in the catacombs of the Keep on the Shadowfell, having defeated the Goblin Chief- Balgron the Fat and all his little helpers. The guys make sense of a bunch of paperwork they find- who are the messengers, and who is Commander Gark? They muse a while on their new info and then attempt to take an extended rest- they'll be level 2 when they awake.

    9) The PCs rest is cut short when a swarm, actually several swarms, of rats turn up- worse still they turn out to be Wererats. The PCs are... well, swarmed- Gokan drops, then Sigur, then Hal (DEAD), and then Tonka. Which just leaves Jimmy. The tearful halfling manages to stop the massacre and convince the wererats to ransom his unconscious friends back to him- he can get 5,000gp in just a few days. A short skill challenge ensues, Jimmy convinces the wererat boss, the other guys (save Hal- he's dead) are stabilised. Jimmy departs...

    9a) Jimmy flees back to Winterhaven, in a daze- and also a little affected by Filth Fever. Back in the village he rages and sobs, and... his friends and family spring in to action. Douvern heads back to Fallcrest to get the cash needed to rescue the other members of the Hard Core adventurers from the Ratmen. Jimmy meantime frets and worries, his dad arrives back in time to reassure his son.

    9b) Still in Winterhaven the gold has been got, and new adventurers introduced to Jimmy- the rescue committee is formed. Gerda isn't happy however, it seems Douvern is about to put his children at risk, again.

    9c) Sigur, Tonka and Gokan suffer in the darkness, prisoners of the Wererats- the trio are beaten and broken, and perhaps suffering from a little Filth Fever (Gokan).

    10) The PCs meet up with the Wererats at the Ancient Burial Site- the Wererat Chief goes back on his word and offers only one of the prisoners for the money... The PCs have other ideas, their trap is sprung and the Wererats are ambushed. A massive fight ensues with the Wererat's prisoners- Sigur, Tonka and Gokan, finally getting free. Soon after the Wererats are vanquished, their Chief is the last to fall, running for his life.

    10a) Gokan, Sigur and Tonka are welcomed back in to the fold, the dead Wererats are searched- with Sigur acquiring a set of Flaming Bracers, an ancient key is found. Job done the guys head back to Winterhaven.

    10b) The adventurers celebrate their return and the destruction of the Kobolds with the locals in Wrafton's Inn, although several of the adventurers are either less than happy, or else fretting about the future- what happens next?

    10c) Still in Winterhaven, some of them Filth Fever affected. A little while later, after much fretting and worrying, the guys decide to return to the Keep on the Shadowfell, Gerda's not happy.

    10d) The PCs learn a little more information, prep for adventure and then head out, back to the Keep.

    11) The PCs head back in to the Keep on the Shadowfell, and are quickly confronted by a bunch of Hobgoblins, the fight is hard with Tonka getting knocked down twice, but as always the adventurers win through.

    11a) Sigur has some harsh words for Tonka, the dragonborn seems to be spending a lot of time on the floor during the fights- the dwarven invoker is not happy. The adventurers move out to re-visit the areas within the catacombs they have already been, to make sure nothing new lurks their, and to find Hal's body. The place is empty, their comrades body is nowhere to be found.

    11b) Rat-filled caves are investigated- the former home of the wererats? Probably. A number of discoveries are made- including Hal's remains, oh apart from the metal man's head, which is missing. The guys head further in to the catacombs.

    12) The PCs wander in to a maze dotted with glowing glyphs, and ZOMBIES; the guys smash the undead down, eventually.

    12a) Alas they cannot find a way safely past the glyphs, the best minds are put to the test trying to find a way... The adventurers find another way, in to a catacomb.

    13) Skeletons leap out of the sarcophagi either side of the adventurers, they're attacked on all sides- as it turns out the vast majority of the undead are Minions, and easily cut down. The Skeleton Mage however is a different prospect, the foul wizard is eventually destroyed but not before heralding the arrival of its master.

    13a) The PCs search the catacombs, the place seems to be dedicated to Bahamut, which is odd- or at least Tonka thinks so. The guys also locate a pair of beautifully made statues of the platinum dragon, their joy is short-lived- the skeleton mage in the previous encounter warned the guys his master was approaching. A heavily armed and armoured Skeleton Lord arrives on the scene- he's not happy, the fighting begins.

    14) The PCs are confronted by a Skeleton Lord, who turns out to be Sir Keegan, the undead knight breaks up the fracas with some sort of time stop ability, in these short segments he questions the PCs trying to judge their intentions. The PCs manage to defeat Sir Keegan while also convincing the undead warrior that they are the good guys.

    14a) The PCs, and in particular the two best buddies, Tonka and Sigur, get in to a fight- with each other; it takes a while but eventually a few issues are ironed out. Ramm grabs Sir Keegan's +1 Black Iron Plate armour, while Tonka makes use of the Skeleton Lord's +1 Vengeful Longsword. The guys take a well earned Extended Rest- they're now level 3.

    14b) The PCs chatter and recap events to date before heading off on their further adventures. They figure out that Sir Keegan is the good guy, they further work out that they're searching for (and finding) various mementos of the ex-Knight Commander's family. There's something going on here in the keep, some fractured memory from the past- from when the Keep fell.

    14c) The PCs head back in to the tombs, they discover that the nasty glyphs which were stopping them from heading further in to the dungeon previously, have now been neutralised- Sir Keegan's doing they concur. The guys head down the stairs and straight in to an encounter- Jimmy is spotted!

    15) The PCs put a bunch of Hobgoblins to the sword, the fiends are led by a Warcaster who takes some killing, that said level 3 is proving to be a charm for the adventurers- they're all powerful.

    15a) The guys search the now empty guard room, even Sigur helps a little. The brief sojourn- all sweetness and light, is interrupted when a bunch more Hobgoblins attempt to get the jump, and their revenge, on the adventurers.

    16) A bunch more Hobgoblins are put to the sword (and spell), a trio of the offending miscreants are thrown down the well in the chamber- a terrible fate. The Hobgoblin Bladebearer Chief is rescued from the well and made to tell all it knows. It seems there's a portal hidden a little further on, the portal leads in to the Shadowfell.

    16a) Gokan grabs a new suit of armour as the guys explore the ruined catacombs, the place seems to be abandoned. Their exploring ends in a very strange situation- Jimmy discovers a corridor whose walls, floors and ceiling is punctured by great rents- visible though these gaps is nothing. The corridor itself ends in inky blackness- nothing, most odd. The Jimmy disappears.

    17) The adventurers take the parts of the various members of Sir Keegan's family, and are transported by to the time when the Keep was overun by evil. This is a Skill Challenge with a difference, each of the guys must use their skills in an attempt to save the aforementioned members of the slain Knight Commander's family.

    17a) Success and the adventurers are back in the dungeon and facing the portal, the portal to the Shadowfell, at which point the PCs suffer their second ambush in a short space of time. Undead rush from the portal, while Ninaran, a traitorous elven ranger, and her undead hounds attack from the opposite direction.

    18) The undead attempt to cut the adventurers down- Jimmy falls, briefly, but eventually the PCs win through- Ninaran is just about the last to fall; it's a shame (for this DM) that so many of the enemies were minions.

    18a) Gokan thinks back to the time he tried to chat Ninaran up, back in Wrafton's Inn in Winterhaven, the memory is triggered by the sight of the dead elf's body.

    18b) Jimmy and Sigur chat about 'the gloom', the dwarven name for the Shadowfell- the halfling is fearful, Sigur does little to ease his fears. The adventurers rest up ahead of entering the portal- what lies beyond?



    Encounter runs- KOTS


    By which I am referring to the sequence of encounters faced by the PCs between extended rests.

    PC Level 1-

    Run 1-
    Enc 1) The Kobold Ambush (Level 4)
    Enc 2) The Ancient Burial Site (Level 2)
    Enc 3) Outside the Kobold Lair (Level 4)
    Enc 4) The Kobold Lair- Irontooth! (Level 6)

    Run 2-
    Enc 5) Into the Shadow Keep (Level 2)
    Enc 6) The Goblin Diggers (Level 2)
    Enc 7) The Torture Chamber (Level 2)
    Enc 8) The Goblin Chieftain's Lair (Level 5)
    Enc 9) The Rat Pack (Level 4)

    PC Level 2-

    Run 3-
    Enc 10) The Exchange (Level 6)

    Run 4-
    Enc 11) The Hobgoblin Guards (Level 5)
    Enc 12) The Dead Centre (Level 5)
    Enc 13) The Skeleton Legion (Level 3)
    Enc 14) Sir Keegan (Level 4)

    PC Level 3-

    Run 5-
    Enc 15) The Hobgoblin Guards (Level 4)
    Enc 16) The Hobgoblin's Revenge (Level 5)
    Enc 17) The Portal to the Shadowfell (Level 1)
    Enc 18) Guardians of the Portal (Level 5)

    Run 6-



    Last edited by Goonalan; Monday, 21st October, 2013 at 02:02 PM.
    Check out my 4E Campaign- HARD CORE a final attempt to play through the WOTC core modules- obviously we've made a few changes along the way.

    Or else there's my Let's Play scenarios, a bunch of one-off games, mostly, you'd best go check out the list.

    Let's Play series also available, all in one place, at Obsidian Portal.

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    READ THIS, PLEASE!

    While I'm going to tell the story of our adventures a fair amount of the action will be concentrated on the combat, that's not to say their wont be sections that are entirely combat free.

    Anything that is not part of the story will be Sblocked, this could include details of actual game play, or else images to illustrate the action, or else images and details of the monsters or PCs in play.

    Next point I'm going to be working my way through the combat one round at a time, and I know that this is not recommended but that's how I like it and this story hour is as much for me as it is you.

    How this works is I'll post a new entry, with a rounds worth of story or else set-up and then submit it, the next day I'll add another rounds worth of story, or indeed the next part of the game action- however long that may be. When I add to an existing post I'll change the numbers in the story hour title, so 1.01 will become 1.02, then 1.03 etc.

    Likewise when I move on to the next encounter the numbers will jump to 2.01, then 2.02- obviously.

    Each new addition to a post will be annotated in the same way (with 1.01, 1.02, etc.), at a later date I'll take the numbers out so that it looks like one continuous story.

    If you have any questions then don't hesitate to ask, likewise any comments good or bad then fire away.

    Last point- this is a 4e campaign, the story is based on the players actions- so if the bloody dwarf keeps using the same spell then blame the player, not me. There are house rules in play, I'll comment on them if I'm asked to, otherwise... there are house rules, so we play a little differently to you perhaps.

    This is my fourth attempt to make my way through the WOTC 4e Core Modules, several of the players have been this way previously as well- although the furthest any of them has got is part way through Thunderspire.

    I've changed out some, many or a few of the encounters; some I've changed drastically- completely, others I've not touched at all. The original WOTC story-line, such as it is, has also been changed in places, bent to fit in others, and completely broken elsewhere.

    It's our adventure after all.

    But your welcome to take a look around.

    Thank you for reading.

    Goonalan (GM).

    Last edited by Goonalan; Monday, 24th June, 2013 at 12:15 AM.
    Check out my 4E Campaign- HARD CORE a final attempt to play through the WOTC core modules- obviously we've made a few changes along the way.

    Or else there's my Let's Play scenarios, a bunch of one-off games, mostly, you'd best go check out the list.

    Let's Play series also available, all in one place, at Obsidian Portal.

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    KOTS Part 1: On the Road to Winterhaven.

    Party Line Up


    The Hard Core Adventurers Level 1




    The King's Road to Winterhaven, a cart’s width- perhaps a little more, of dried mud that snakes north through the Gardbury Downs. Either side of the track are low bluffs- in parts thinly forested, between vast stretches of gorse and sage bushes which tumble down to the track. Here and there isolated boulders and outcroppings of rock- the road climbs slightly. Travellers often say 'it’s all uphill to Winterhaven.'

    Today is the 20th day of the third month, early-afternoon, and the sun is high in the sky, and except for the breeze nothing stirs.

    Save the five adventurers; sworn to locate their friend, or master, or father- Douvern Staul, the group have made good time, another hour and they will be in Winterhaven. They travel quickly, eager to be at their task.

    “I do not understand your request...” Hal, the warforged warrior stares down at Jimmy; the metal man's almost featureless face somehow manages to express confusion.

    Jimmy continues to grin- “humour me.” The halfling simply states, and goes back to grinning some more.

    The pair continues to stride down the track that passes for the King's Road this far north of the Gardbury Downs. Eventually Hal looks down at Jimmy again; the halfling is, as always, grinning back up at him.

    “I wish to make sense of your request.” Hal intones. Jimmy nods, and grins back.
    “You want me to visit a merchant, or shop, or market stall, or similar- and procure from the vendor a lengthy weight?” Hal's metal face develops worry-lines.
    “Ask for a long weight- that's it.” Jimmy grins back.
    “A long weight?” Hal echoes.
    “That's right.” Jimmy concludes with a friendly wink.

    Hal faces forward and strides on, every now and then over the next two minutes he surreptitiously glances down at his halfling companion- only to be met, every time, by Jimmy's waiting grin.

    Slightly ahead of the odd pair, Gokan, the half-orc moves forward in short loping trots, each burst followed by a moment of stillness in which the lithe barbarian sniffs and open-mouthed, tastes the air. All the while looking and listening intently.

    Hedda, the minotaur Priestess of Bahamut, strides forward trying, and failing, to keep up with Gokan. Wrapped tight in her thick cloak to ward off the chill- she is unused to the climate, she strides on, does her best not to shiver too much.

    Hedda chews anxiously- partially to stop her teeth from chattering, Gokan has already given her one annoyed look. And yet the half-orc says nothing about the metal man and the halfling's inane chatter- 'may all your troubles be little ones', something she'd heard back at the temple. Hedda reflects on the veracity of the statement, and glances back at Jimmy with furrowed brows.

    Jimmy, of course, meets her gaze- it’s as if he'd known she was going to look back at just that moment, the halfling grins- he's always grinning. Hedda snorts and looks forward again, strides on, shaking her great horned head slightly.

    At the very rear of the group of adventurers is Sigur, dawdling somewhat; the dwarven Invoker's old and filthy travel cloak trails in the dirt- too big for him, or at least too long, the dwarf being nearly as round as he is tall. Sigur grumbles and mumbles half-forgotten words, not for any particular reason, every now and then he has to race a little to keep up with the others- he makes sure none of them are watching when he does this.

    “A long weight.” Hal intones.
    Jimmy nods, and grins.

    Winterhaven should be in sight soon, in an hour or so, Hedda thinks- thank the platinum dragon.

    Back in the midst of the party Hal turns again to look down at the- yes, grinning Jimmy... then, suddenly, something strange happens.

    The pair instantly, and simultaneously, look away again- Jimmy hard right, Hal hard left; the pair come to an abrupt halt.

    At exactly the same moment Gokan screams furiously and launches himself off the beaten track and in to what looks to be a fairly unremarkable bramble thicket.

    Sigur grumbles, louder now, and in a slightly more coherent manner barks- “Ambush!” Although as Jimmy states later, when Sigur isn't around, it sounded more like “hambush”.

    Kobold Minion



    Kobold Minion
    Minion Level 1




    Less than three seconds later a pair of wide-eyed, ill-equipped and poorly armoured kobolds yap their final yap, and then slump on to the now bloody turf - Gokan's twin axes continue to circle and dart. The half-orc whirls on, moving through the bushes towards a second panicked gaggle of equally shocked-looking kobolds- one of which, Gokan notes, is wearing what looks to be a large roasting tin as a breast plate.

    Picture- Gokan in action





    And has a saucepan strapped to its head. Gokan thinks about this, a little unsure as to what it signifies, the moment however soon passes- he whirls on, eager to be at his prey.

    Kobold Guttersnipe



    Kobold Guttersnipe
    Artillery Level 1




    Back on the road waves of spear wielding kobolds rush from the undergrowth, yapping, yelling and babbling excitedly in their strange tongue.

    Sigur, at the very rear of the group, and somewhat separated from his comrades, is suddenly surrounded, and stabbed- repeatedly. The dwarf's right leg folds under him, he staggers, grumbles loudly and then finds his feet.

    The dwarf feels light-headed, he begins to notice the patches of red showing through his cloak, he looks up and spies Hedda who has turned around to face him. The minotaur priestess brandishes her shiny holy symbol, and calls forth in a bellowing and yet sonorous voice- “May the light of the platinum dragon burn the unbelievers.”

    Info


    Sigur is bloodied by the Kobold Minion onslaught.



    Three of the Kobolds are struck by glowing rays of scalding silvery-purple light, seconds later the three reptilians are nothing more than ash in the wind- their bodies instantaneously consumed by Hedda's radiant power. The minotaur nods once at Sigur, and then turns back to see what comes next.

    Picture- Hedda in action





    Jimmy, the halfling, meantime spins out a dagger- the sixth kobold minion falls, clutching at the short blade buried deep in its chest.

    Either side of the road bushes shiver and shake, or else are grabbed and pulled aside- more kobolds approach, but these are not the minions the adventurers have so far faced.

    In the bush Gokan continues his bloody dance, his blades flashing about him- the half-orc slices in to the gaggle of cowering kobolds. His battleaxe bites in to the saucepan helmed reptilian's roasting tin-style breastplate- slicing through the thin metal. The effect is instantaneous, the guttersnipe's armour, such as it is, peels away from its body- some important tie or tether has been severed. A second later the forlorn looking humanoid is left standing naked amidst a small pile of saucepan lids.

    Gokan's hand axe follows after his battleaxe, the embarrassed kobold clutches at its throat and staggers backwards, and falls- gurgling and forlornly waving it soon expires. Gokan however seems almost not to notice, the half-orc whirls and spins on, smashing in to the last two minions- again both of the his blades find their targets, the pair follow the guttersnipe down in to the dirt.

    Back on the road, Jimmy is being menaced by a kobold skirmisher, clad in leather armour and expertly wielding a spear. Jimmy dances and, with his dagger, blocks the reptilian creature's repeated stabbing attacks.

    Kobold Skirmisher



    Kobold Skirmisher
    Skirmisher Level 1




    Further up the road a skull-masked kobold dodges out from behind a huge boulder, the creature mutters strange yapping phrases and with circling hands conjures a greenish ball of flickering energy. The wyrmpriest leaps a little and with one hand launches the energy orb towards the adventurers on the road.

    Hal, the warforged fighter, watches the odd looking missile in, and at the last moment dodges right, straight in to the acid grenade- the metal man sizzles and smokes as he burns.

    Info


    Hal is bloodied by the Kobold Wyrmpriest’s Energy Orb taking 15 acid damage.



    Kobold Wyrmpriest



    Kobold Wyrmpriest
    Artillery Level 3




    Moving out to join the wyrmpriest comes another kobold; this creature is armed with a lengthy, and dangerous-looking, pike. The creature snarls, grips the haft of the weapon tightly, and readies it to keep all enemies at bay- guarding its master.

    Kobold Pikeman



    Kobold Pikeman
    Brute Level 2




    Yet another kobold clanks out from cover, dashes across the road- straight for the still sizzling and spitting warforged. The scale armoured dragonshield ducks and dodges- yaps and suddenly points up and to the right. Hal foolishly follows the creature's gesture- looking away from his opponent for just a second- which is incidentally all the time the kobold needs. The dragonshield slices with its short sword. The blade pierces both of the Hal's knee-caps, sparks fly as the metal man staggers and totters. He windmills his hands furiously, trying desperately to maintain his balance, he fails, and falls- landing hard on the packed earth.

    Kobold Dragonshield



    Kobold Dragonshield
    Soldier Level 2




    The light goes out of Hal's eyes.

    Picture- Hal falls






    Info


    Hal is reduced to -12 hit points by the Kobold Dragonshield’s Dirty Tactics attack taking 22 damage, on a Crit. Three more damage and Hal is dead forever (negative bloodied hit points).



    Sigur, still at the rear of the group, sucks up the hurt and shouts a lot while pointing skywards furiously with his rod- his words are indecipherable, more angular barked gruff sounds. A dark cloud forms in an instant high overhead, there follows a low grumbling sound which rumbles on for a second or two before ending in three staccato thunderclaps that suck the air from the assembled combatant's lungs.

    Ahead of Sigur one of the kobold minions suddenly concertinas and collapses, all the life gone from it. The pair of kobolds facing Jimmy, and the fallen Hal, are likewise affected by the thunderclaps- the dragonshield staggers a little, its scale armour rent and broken in places. While the skirmisher has to plant its spear in the ground, and clutch on to it- in an effort to stay on its feet.

    Sigur however doesn't stop invoking, or pointing, a pair of ghostly glowing hands suddenly appear and move swiftly towards their targets, swooping and diving through the melee. The first hand bursts against the dragonshield's breast, causing the creature to stagger further. The second slams in to the skirmisher, who spins around his planted spear, trying desperately to avoid collapse.

    Picture- Sigur dishes the hurt






    Jimmy sees his opening, shimmies over to the skirmisher and on his second attempt stabs the kobold in its side; the creature slides down its spear further, and then closes its eyes and falls lifeless on to the ground.

    Hedda meantime gestures and chants towards Hal, the fallen metal man, “Bahamut preserve!” She yells over the noise of the battle. Hal's eyes half-open, the warforged flickers back in to life.

    The minotaur priestess turns back again and strides towards Sigur, she flails wildly with her mace at a pair of kobold minions; she fails to connect with either of the sneaky dexterous reptiles.

    Suddenly bursting back from the bushes comes Gokan, the half-orc is screaming again- his battle cry, he spins with his battleaxe and... THUK! The dragonshield is cleanly decapitated; the kobold's head spirals in to the air only to fall neatly at Gokan's feet.

    Picture- Gokan in action, again





    A terrified kobold minion gawps at Gokan in action, the small reptilian humanoid braces for impact as the whirling half-orc whirls on. Gokan smashes in to the creature, the kobold falls. The barbarian comes to a halt, grins back at his compatriots and then looks ahead at the kobold pikeman and wyrmpriest- pointing the way with his battleaxe, he roars.

    Hal lurches to his feet and strides back a little to help Sigur and Hedda, the warforged's greatsword cleaves clean through one of the minions and in to the last of the creatures- all of the lesser kobolds are vanquished.

    Picture- Hal versus the Minions





    Back up the road the kobold pikeman acknowledges Gokan's challenge and scurries forwards, manages to dodge the half-orcs defence, and stabs Gokan in the side; although the half-orc twists at the last moment and deflects most of the force of the attack.

    The kobold wyrmpriest chants and gesticulates as waves of positive energy fan from its hands; the pikeman is outlined in a protective furze. The spell-casting reptilian conjures again- another green grenade which it flings at Jimmy, the halfling reacts quickly, and yet still fails to avoid the burst- he screams as he burns, desperately trying to wipe the acid from his face and upper body.

    Bad Derek, the kobold wyrmpriest, scurries back a little way- ready to flee in an instant, with only the kobold pikeman between it and the adventurers.

    The kobold pikeman stabs at Gokan again, this time a hearty blow which punctures the half-orc's armour, and body. Gokan bleeds profusely but is far from beaten- he smashes his hand axe down on the kobold's pike, shattering the haft of the weapon. He spins forward, and whirls, his battleaxe comes full circle and bites deep in to the kobold's body.

    An instant later Jimmy's dagger spirals out and thuds in to the pikeman's gut, a second later Hedda's mace whacks in to the side of the reptilian's head- the creature attempts to back away but is much too slow. Hal steps forward and almost cuts the kobold in two.

    Picture- Pikeman overkill





    The adventurers collectively look up, just in time to see the sneaky wyrmpriest sprinting out of sight...

    The battle is won, the war has just begun.

    Encounter #1 Synopsis, PC XP & DM’s thoughts



    Encounter #1 The Kobold Ambush, starring-

    Kobold Minion (Minion Level 1) x12
    Kobold Guttersnipe (Artillery Level 1) x1
    Kobold Skirmisher (Skirmisher Level 1) x1
    Kobold Dragonshield (Soldier Level 2) x1
    Kobold Pikeman (Brute Level 2) x1
    Kobold Wyrmpriest (Artillery Level 3) x1

    Total 900 XP for a Level 4 Encounter.

    A beefed up version of the original encounter in the module, basically I’ve condensed the four kobold encounters in to three and shared out the XP to make them a little tougher, although I’ve obviously not made the Irontooth encounter any tougher.

    PC XP

    150 XP each for a total of 150 XP in total (PCs Level 1).

    Note because the Kobold Wyrmpriest Bad Derek fled, and without taking a single hit, then I didn’t give the guys the XP for the little guy, for three reasons-
    1) Because I told the PCs the above and now they want revenge (and their missing XP).
    2) Because they’re going to get another crack at Bad Derek.
    3) Because I’m bad.

    DM Thoughts-

    Three of the five PCs have played this module before, although one of them only got as far as a TPK courtesy of Irontooth. I like the opening encounters so I didn’t want to mess with them too much, besides kobolds always play well in low level games- I tend to RP them as a mixture of sneaky, cruel and stupid. I also tend to throw lots of minions at low level players; the mook count is high because I think it always looks good on the map with piles of dead bad guys.

    The encounter played well, particularly when Hal almost got cut in two; we’re using boosted to MM3 damage, erring on the nasty side. We agreed at the start of the campaign that the thing that was missing quite a lot of the time in 4e play was the threat. Therefore the knowledge that one bad hit from a non-minion type can leave a PC bloodied or worse certainly concentrates the mind.

    To counter this PCs have one action point per encounter- they’re not allowed to save these up so they know to use them, and tend to make good use of them early on in an attempt to take out as many enemies as they can quickly.

    I was of course overjoyed that the Wyrmpriest managed to get away.



    Last edited by Goonalan; Friday, 14th June, 2013 at 10:50 PM.
    Check out my 4E Campaign- HARD CORE a final attempt to play through the WOTC core modules- obviously we've made a few changes along the way.

    Or else there's my Let's Play scenarios, a bunch of one-off games, mostly, you'd best go check out the list.

    Let's Play series also available, all in one place, at Obsidian Portal.

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    ø Ignore Goonalan
    KOTS Part 1a: Winterhaven, briefly.


    An hour later and the adventurers are in Winterhaven, a small fortified settlement, having nodded their way past the two guardsmen at the gate. Before them a small gathering of market stalls, two dozen or so natives of the town take a moment to stare at the strange-looking newcomers. Jimmy grins at Hal and nods towards one of the stalls, the metal man's eyes flash red, the warforged moves off in the opposite direction, towards a timber and stucco two storey building, the sign says 'Wrafton's Inn'.

    Picture- Winterhaven





    Moments later the adventurers are within; a cosy wide-open chamber, with a dozen or so tables, half of which are occupied, at the far end a long bar and a set of stairs leading up to the second floor. The occupants of the Inn stop to stare, while a well-dressed young man wearing a symbol of office stands up and clears his throat...

    “Welcome to Winterhaven, I'm Padraig- Lord Padraig, and you are?”

    The young man offers his hand, “Hedda.” Hedda states, and shakes the proffered hand- the minotaur priestess nods to each of her compatriots as she introduces them to the young Lord. The assembled adventurers nod, or else likewise shake his Lordship’s hand, drinks are called for and eventually the buzz of conversation returns, although the adventurers are still subject to many curious side-long glances.

    “Well, what brings you to our pleasant town?” Padraig asks.

    Hedda scans her compatriots’ faces before fielding the enquiry, “we're seeking a friend- Douvern Staul, an ex-adventurer, he came this way perhaps a month past....”

    Padraig suddenly interrupts spotting the acid scars on Hal's metal body, the blood on Sigur's robes, and Jimmy's burnt and blackened hands, “It seems your journey was not without incident- Kobolds?” The young lord ventures.

    “Aye.” Sigur curtly nods, “bloody little devils...” The dwarf trails off.
    “How did you...” Jimmy begins, again Lord Padraig interrupts.
    “We've been having a few... err, problems with the little... rascals, on the King's Road- I've posted a reward for their destruction...”
    “We're not here for piffling kobold scum- we're here for our friend!” Sigur declares, punctuating his statement by slamming his tankard repeatedly on to the table.

    The Inn goes silent again, behind Lord Padraig a large bearded man puts his hand on the hilt of his sword, and swaggers closer... “Watch your tongue, dwarf!”
    Sigur stands; his chair spins back and clatters in to a nearby table spilling drinks.
    “I'll say what I like to who I like- you long tall streak of p...”
    “Gentlemen!” Hedda rises, hands out- proffering peace, “we came here to find our friend, not to cause trouble- if you help us with our mission, we will- time permitting - help you with your kobold problem. After all- one good turn deserves another.”

    The silence sharpens, Sigur continues to bristle, the hefty looking man behind Padraig bites his beard and bristles back.

    In the silence a badly-dressed older human staggers to his feet- gripping hard on to the edge of the nearest table, “I know... I mean, I knew... That is...” The old drunk tries for the third time to make himself understood. “He's working at the old burial site- Dougan, to the south east of here, not far- about three miles outside the town walls, I sent him there- or at least I told him...”

    The five adventurers instantly forget their conversation with Lord Padraig and his lackey, they wordlessly excuse themselves from the table- Sigur grabs one of the drunk’s arms, Hal the other- the old guy's feet don't touch the floor until the gaggle are back outside the gates of Winterhaven.

    “Where?” Hedda demands.
    “I'm thirsty...” The old man starts.
    “You will be rewarded well, should you tell the truth.” Hedda declares and fetches out her money pouch.
    “Talk you dirty bastard.” Sigur spits and violently shakes the drunk.
    “Over there.” The startled human points, “three miles or so- you can't miss it, a big hole in the ground circled by gorse bushes, he's down there. I promise, now...”
    “When did you see Douvern last?” Hedda asks.
    Sigur begins to shake the drunk when he hesitates.
    “Douv..? Oh, you mean Dougan; he came in to town ten days back- bought food and drink from the store...”
    “How did he seem?” Hedda snorts and gets in the drunk’s face, awaiting his reply- watching him intently.
    The drunk shrugs, “alright, I guess- he had a drink and a meal at Wrafton's 'fore he left- bought me one for pointing 'im in the right direction.” The drunk looks momentarily wounded, he mutters to himself, “not right treating me like this...” Sigur snarls at the guy, whose face turns white.

    “Let him go.” Hedda states, Hal and Sigur comply, the latter reluctantly- the drunk staggers some more as the minotaur priestess of Bahamut presses a single gold coin in to his hand. The old man grins as the coin catches the light revealing its value, all it seems is instantly forgiven.

    “Bless you sirs”, the drunk states and goes to kiss Sigur, then thinks better of it, and hot foots it back through the town gate, heading at speed for the Inn.

    The adventurers take a moment- each gazing off in to the distance, eventually Sigur breaks the silence, “Well!” the dwarf bellows, tuts loudly and then strides off towards the burial site, the others quickly follow after...

    Hedda worries- too easy, she thinks, far too easy.

    Last edited by Goonalan; Friday, 14th June, 2013 at 10:53 PM.
    Check out my 4E Campaign- HARD CORE a final attempt to play through the WOTC core modules- obviously we've made a few changes along the way.

    Or else there's my Let's Play scenarios, a bunch of one-off games, mostly, you'd best go check out the list.

    Let's Play series also available, all in one place, at Obsidian Portal.

  7. #7
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    ø Ignore Goonalan
    KOTS Part 8a: Sleep, perchance to dream.

    An hour or so later the five adventurers, including a now upright and mobile- and compos mentis, Hal; are ensconced in the former goblin chief's bedchamber.

    The bodies of the fallen goblins have been hidden away in another chamber nearby, after being thoroughly searched of course. The secret doors have been investigated by Sigur, who has a degree of expertise in the area, they are at present closed- as are all the doors leading to the chief's chamber.

    The adventurers want, make that need, to rest- particularly Jimmy and Tonka who are both on their last legs.

    They have however made a number of discoveries in the last sixty or so minutes, the first a greatsword of marvellous manufacture, hidden beneath the chief's bed, Hal in idle moments admires his new blade.

    Hal 5000


    Hal 5000, Male Warforged Great Weapon Fighter Level 1

    Played by Lee


    Hal is loving his +1 Greatsword.



    Also located beneath the bed is a chest, formerly locked and trapped with a poison needle- neither a match for a curious Jimmy. Within is another vast pile of gold coins- it seems the adventurers are rich, well... should they escape this place with their lives.

    More importantly they locate a swathe of letters and notices, written in a mixture of the goblin tongue and crude common. The author of the dozen or so pieces of parchment appears to be someone called Commander Gark. It seems Balgron was assigned to guard the entrance to the catacombs, as explained previously by the goblin prisoners. Gark makes lots of threats should Balgron fail, clearly Gark is in charge here.

    Nobody is pleased to hear that Balgron has a boss, the goblin bastard was hard enough to kill.

    Two of the notes also make mention of the ‘messengers', whoever or whatever they may be. Balgron, it transpires, was also charged with looking after them...

    “The messengers?” Tonka wonders out loud, having read all of the missives to his compatriots.
    “What do you think people?” The dragonborn asks, while lying on his bedroll.

    Jimmy, on watch at the door, looks back.

    “Pigeons?”
    “Where?” Gokan looks up hungry.
    “Noooo!” Tonka whines, “not pigeons.”

    Jimmy thinks some more, as does Hal- Gokan blinks twice.

    Sigur on the bed, under the covers, and still clutching half a bottle of dwarven whisky, snores loudly.

    “What then?” Jimmy asks.
    “Perhaps the kobolds?” Tonka tries.

    Gokan blinks- just once this time.

    “It doesn't sound right- besides that was Irontooth's job...” Tonka answers his own question.

    The chamber goes silent again.

    Except for Sigur's rasping snores.

    “Mess-en-gers...” Tonka sounds every syllable.

    “It is clear that whoever or whatever these messengers are their role was to move between the various groups within the area- delivering the aforementioned messages. To date we have investigated the burial site, the kobolds’ lair and here- therefore the messengers’ job would be to move between these sites unopposed- perhaps even secretly. Yes, that's probably it.”

    Hal stops to think.

    Jimmy and Tonka hang on the metal man's words.

    Gokan blinks.

    “It is therefore logical to conclude that the messengers are a group of creatures we have yet to meet, who specialise in moving between the various groups using stealth, or else using some other form of disguise, or chicanery.”

    “Chicanery?” Jimmy whispers at Tonka.
    “It's a herb used to flavour pastries.” Tonka elucidates.
    “Thanks.” Jimmy nods.

    “Logically.” Hal finishes.
    “Good work Hal.” Tonka remarks, and then begins snoring.

    Several hours later, and Jimmy is back on watch, sitting by the doors- the rota having been decided by Sigur, of course.

    Silence.

    Hal stands in a corner of the chamber- head down, lights off, recharging his batteries. Gokan hasn't changed position- every now and then the half-orc blinks; his brother sleeps with both eyes open, Jimmy wonders about this, and about why he wasn't aware of this odd fact- until now.

    Sigur, swaddled in blankets still- in Balgron's bed, sleeps on- the dwarf has stopped snoring.

    Jimmy completes a circuit of the chamber- looks down at Tonka, the nearest of his companions- the dragonborn opens his eyes, stretches, and then whispers.

    “Is it me yet?”

    Jimmy looks at the candle, there's still a little way for it to burn down, the halfling shakes his head.

    The silence returns.

    But only for a little while.

    “Jimmy.” Tonka whispers.
    The halfling turns to stare.
    “What's with the brother thing?” Tonka nods at Gokan, and then Hal.
    “How can they be your brothers? And Douvern, your dad. He's human? I don't...”
    “He's not really my dad, I mean, our dad, not...” Jimmy tries to find the words.

    “Go on...” Tonka whispers.
    “Douvern, I mean dad- it never felt right, calling him Douvern.”
    Tonka nods.
    “Dad took me in, twenty-eight years ago, found me on the streets of Fallcrest- or rather the City Watch did. One of the Watch guys, Sgt. Murgeddin, a dwarf, he found me- took me to Dad, they're friends.”
    Tonka nods some more.
    “My parents were barge folk, or at least... well, best guess- they didn't want me. But dad, and mum- Gerda, they wanted me. So they brought me up. I was only a baby.”

    Silence.

    “I've never known any other parents, they're just... Mum and dad, always have been.”

    Tonka nods some more, then looks over at Gokan again, “and Gokan?”

    “Same deal, mum and dad took him in twenty years past, he was older than I was, and more, y'know... Orcish back then. Erathis knows how he ended up in Fallcrest but he'd seen some hard times. Dad saw him working on the docks- asked around, don't know why, he's just like that. Anyway Gokan was sleeping rough, dad invited him home for a meal- he came back, and again, and again, they made him up a room eventually.”

    Jimmy shrugs, looks over at his half-orc brother.

    “He doesn't say much, just every now and then- mostly he talks to mum. I don't know the whole story, as I say, bad things... He's always looked out for me though- I didn't mind, I always wanted a big brother...”

    Jimmy shrugs again.

    And then pointedly looks at Hal.

    “Hal's the strange one. Dad found him- he'd got in to excavating ruins and the like, he's always been interested in the past. Anyway one day, about ten years ago, he comes back from some dig site on the outskirts of the Witchlight Fens- creepy place, and he's got Hal with him.”

    Tonka looks confused.

    “He'd dug him up, says he uncovered his head first, and Hal just started talking- a lot of nonsense dad says but... a bit strange, anyway he dug him out. At first, when he came home with dad, Hal didn't say anything, not after that first time... He was just always there- in the house, wherever dad went Hal went.”

    Tonka nods.

    “Dad says he's ancient, from before the old empire even, maybe 500 years old- imagine that...”

    Tonka and Jimmy stare at Hal, the warforged doesn't move.

    “Dad reckons he doesn't say anything ‘less he's thought about it- said he's had plenty of time to think about things.”

    Jimmy stares vacantly.

    “I like him... but he's a bit, odd. Mum doesn’t get on with him, she never did anything to make him unwelcome but... It's always been difficult with Hal and mum. But he's my brother, I guess... My bigger, much older, brother.”

    Jimmy grins.

    “That's it really- none of us are related, and yet... Mum and dad brought us together- a family.”

    Jimmy grins again, content.

    Silence for a while, then Tonka stirs again.

    “And the dwarf, I mean Sigur?”
    “He's a bloody lunatic. One of dad’s friends- but even he thought he was a bit tapped. Avandra knows how he ended up coming with us, I don't think mum told him that dad was missing- no idea how he found out, how he ended up here. Him and dad adventured together but that was...” Jimmy exhales loudly, “... forty or more years ago. An age. And he was old then dad said.” Jimmy nods towards Sigur.

    Tonka nods- satisfied.

    The silence goes on for a while.

    Eventually Jimmy asks.

    “What's this all about?” The halfling asks.
    “What d'you mean?” Tonka looks a little confused.
    “This place, the goblins, the messengers, the stuff that the old geezer- the sage, told us about- Sir Keegan slaying his family, all that?” Jimmy looks nonplussed.

    Tonka thinks about his answer.

    “You know the difference between right and wrong, Jimmy? Don't you? Between good and bad?”
    Jimmy nods.
    “Well, all I know is there's something bad here, probably buried deep- beneath a pile of goblins, and worse probably. We're here to find the bad thing and make it go away- kill it, maybe, or else...” Tonka shrugs.

    Jimmy continues to stare, perhaps a little unsure.

    “I know why I'm here, it’s my job Jimmy. It’s what I was born to do, trained to do- in the service of my great and glorious lord, the platinum dragon, Bahamut, who will rise again.”

    “It’s easy for me Jimmy.” Tonka adds with a smile.

    Jimmy nods, once.

    “Why you're here Jimmy. That's not for me to say, or even guess at- only you can answer that. But there's one thing I'm certain of...”

    Jimmy leans in a little, eager to share the secret.

    “We're the good guys. You're a good guy. As is Gokan, and Hal- and even Sigur. I'm certain of that, that's not a bad place to start.”

    Jimmy nods.
    Tonka nods back, and grins.
    Jimmy grins back.

    The pair continue to smile at each other, and then... and then.

    “What was that?”
    Jimmy sits up quickly, puts his eye to the door, slightly ajar- he spies in to the darkened corridor leading away from the chamber.

    Rats, scurrying, skittering, sniffing, scratching...

    Rats!

    Jimmy is on his feet.

    He screams a warning.

    “RATS!”

    “Hundreds of them...” Jimmy whispers as the chamber behind him bursts in to life.


    Last edited by Goonalan; Wednesday, 22nd May, 2013 at 12:47 AM.
    Check out my 4E Campaign- HARD CORE a final attempt to play through the WOTC core modules- obviously we've made a few changes along the way.

    Or else there's my Let's Play scenarios, a bunch of one-off games, mostly, you'd best go check out the list.

    Let's Play series also available, all in one place, at Obsidian Portal.

  8. #8
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    KOTS Part 9: The Rat Pack.

    Party Line Up


    The Hard Core Adventurers Level 1

    Hal with his +1 Greatsword.



    Picture- Jimmy shouts a warning





    “Rats!” Jimmy screams again, and spins out his vicious dagger while taking a step back in to the chamber. His blade finds its mark, one of a pair of much larger rats in the corridor, each perhaps four feet long whiskers-to-tail. The creature bleeds profusely but bounds on- towards the adventurers.

    Rat Dire



    Rat Dire
    Brute Level 1




    A sudden loud snort and Sigur awakes, leaps to his feet, already mumbling and invoking- the wrathful dwarf’s familiar, and favourite, trio of radiant hands spring in to life- and rush out to find their targets. Alas only one of the ghostly appendages finds its mark, the same dire rat that Jimmy wounded, the creature squeaks as it burns, and yet still it comes on.

    Tonka and Hal charge through the doors, swords drawn- the front-line, the pair swing furiously at the skittish little terrors before them, and yet both fail to connect. Gokan, still rubbing the sleep from his eyes, is the last to his feet- the half-orc is forced to wait for an opening to appear, there’s no room for him to get at the foe.

    And still the rats come on…

    “Hold the line”, Tonka cries, brandishing his blade, “… just a few pesky rodents.” The dragonborn warlord concludes.

    Picture- Pesky rodents vs pesky adventurers





    Jimmy’s dagger comes again, and the closest of the dire rats, already terribly wounded, finally slumps on to its side- dead; however more rats filter either side and over their fallen cousin.

    “There’re a lot of them…” Jimmy worries.
    “Hold the line.” Tonka simply states, and then winks at his friend.

    Sigur has other ideas. The dwarf glances over his shoulder at Gokan- nods at the half-orc and then steps back- still mumbling and invoking as another trio of ghostly hands suddenly appear and head off to find more vermin to radiate. But again the dwarf’s aim is off- only one hit, on a smallish rat, however the radiant burn is enough to slay the creature.

    As Sigur steps back Gokan rushes in- his axes whirl and spin as the half-orc charges and howls- in to the thick of the action. The rats however are far too quick it seems, or else Gokan is still out of sorts, his twin axes fail to draw blood.

    Although…

    It’s now Gokan’s turn to scream, not in anger but in pain- the rats react instantly to the whirling barbarian’s arrival- they swarm, even turning away from their previously intended targets to attack the now isolated half-orc. Gokan continues to screech, and hop from foot to foot, trying desperately to stay on his feet as his lower limbs are ravaged by a horde of tiny sharp teeth.

    Rat Swarm



    Rat Swarm
    Skirmisher Level 2




    Seconds later he’s bleeding from a myriad painful wounds.

    “Avandra!”
    “Bahamut save us!”
    “Oh Sh-!”

    Jimmy, Tonka and Sigur cry out in unison, Hal and Gokan remain close-lipped. The sudden expressions of anxiety are due to the fact that one of the smaller rats scurrying towards Tonka suddenly warps and shapes, and a moment later is transformed in to a particularly hairy, rat-featured, human brandishing a wicked looking blade.

    Wererat Scum



    Wererat Scum
    Minion Skirmisher Level 5




    “Holy Sh… Lycanthropes!” Tonka screams, panic in the dragonborn’s voice.

    “He-he…” The wererat scum giggles, and then stabs its blade in to the dragonborn’s gut. “Rat-attack!” it declares, and then hisses and giggles some more.

    The remaining dire rat bustles forward through its hairy brethren to the front of the queue, and then springs at Tonka, leaping in to his arms. The dragonborn wrestles with the creature but to no avail, the beastly vermin sinks its teeth in to Tonka’s neck- blood bursts, bubbles and flows.

    Info


    Tonka is bloodied, actually reduced to 8 hit points, after the Dire Rat scores a Crit on its Bite Charge attack for 16 points of damage.



    Another of the smaller rats scurries through Tonka’s legs; the dragonborn swings half-heartedly but is still contending with the dire rat in his embrace, he misses. The small rat undergoes the same transformation- the wererats are through the adventurers’ front line. Tonka is stabbed in the back, again, for good measure.

    Picture- Tonka’s on his last legs





    Info


    Tonka is down to 1 hit point- that didn’t take long; he has only one Healing Surge remaining.



    Tonka mumbles half-remembered prayers, on the very edge of consciousness; he finally manages to dislodge the dire rat from its precarious perch- the verminous villain however lands adeptly at his feet, and renews its assault.

    And yet another of the smaller rats makes its way through the front-line, moments later it too has transformed in to a blade wielding rat man.

    “Pull back! Pull back!” Sigur screams, but the wrathful invoker already knows that it’s too late- if they cannot kill the rat men quickly… Sigur prefers not to think about the possible outcome.

    “Pull Back!” Sigur calls again.

    “Bahamut Preserve!” Tonka cries out as his wounds close over- or at least many of them do. He swings heartily with his blade- but again to no great affect, all the while trying to find a way out of the melee and back in to the chamber.

    “Gaaaarrhhhh!”

    Suddenly the air before Tonka is filled with forked lightning, another of the smaller rats is frazzled, the dire rat singed, but still there’s no retreat for the dragonborn.

    Gokan is the rats’ next target, again the transformations occur; only this time of the three rats that make it through the half-orc’s defences two of them re-shape in to the familiar ratty humans, the third in to a more vicious version of the same.

    Wererat Scurrying




    Wererat Scurrying
    Skirmisher Level 3




    “Dessstroy them.” The newly revealed scurrying wererat hisses.

    Gokan is stabbed, again, and again, and again- even the flickering appearance of Tonka’s Bahamut-emblazoned shield is not enough, it serves only to prolong the agony- the half-orc staggers and falls.

    Picture- Gokan falls





    Info


    Gokan is reduced to -7 hit points, in a matter of seconds by the Wererats. The players are beginning to panic.



    “Feast my brothers. Feast!” The scurrying wererat cries out.

    Hal unleashes hell, slashes at the back of the wererat leader with his magical greatsword, the blow almost levels the rodent-man, who spins around to face its aggressor; the lycanthrope’s back is torn open, cut to the bone- it bleeds furiously.

    “Fight me!” Hal declares and then swings again, hacking in to the rodent-man’s right leg, the creature screams in terror and anger. Another wererat quickly moves forward to menace Hal with its dagger; the metal man is having none of it. Hal thumps the pommel of his greatsword in to the threatening lycanthrope’s face, the beast’s head snaps back and it sinks to the floor.

    “FIGHT ME!” Hal shouts, insistent now, and clearly very angry.

    Info


    Hal unleashes his Daily Lasting Threat on the Scurrying Wererat, combined with his Inevitable Strike, he follows up with his Hack & Hew- inflicting 30 hit points damage in total to the creature, and also smashing one of the Wererat Scum down.



    Suddenly another rat morphs and shapes, a second terrifying scurrying wererat, the creature snarls.

    “Time to die, metal man!” It hisses and cackles, and then stabs Hal hard in his abdomen.

    Picture- Fighting for their lives





    “Get out! Get out!” Jimmy screams imploring his fellow adventurers to retreat; the halfling unleashes a barrage of daggers at all of the wererats he can see in the corridor, although he’s not helped by the fact that the fiendish creatures are hidden amongst his friends.

    The first, the closest, of the wererat leaders takes a dagger to the face, the blood gushes as the creature flails wildly screaming in its odd high-pitched voice. The remaining dire rat is likewise struck; the huge rat lurches and scurries randomly, unable to get its directions, alas Jimmy’s aim is otherwise off.

    The adventurers have barely scratched the surface, and they’re suffering terribly.

    “Come on! The secret door…” Jimmy wails forlornly, as soon as his vicious dagger reappears in his hand he flings it again- the flailing, scurrying wererat falls.

    Picture- Jimmy’s barrage





    Info


    Jimmy with his Daily Blinding Barrage, followed up with a Sly Flourish, and all he does is take out the already bloodied Scurrying Wererat and wound the last remaining Dire Rat.



    Sigur scurries forward a little way, the dwarf sounds frantic, “… give ground, give ground…” he advises, while mumbling and grumbling as he invokes.

    The packed passage is suddenly choked with glowing radiant purple clouds which, moments later burst and swoop down upon the dwarf’s enemies, bathing each of his foes in a terrible radiant glow.

    The clouds and the glow slowly fade, the effect is somewhat underwhelming, the last dire rat is sorely burnt, missing great swathes of its coarse fur, the remaining scurrying wererat is somewhat singed, alas none of the other creatures seem to be affected in any way.

    “Oh Moradin- please Lord!” Sigur whispers, then swallowing hard, wades in to the thick of the battle, his mace turns to stone in his hands as he swings it at the closest enemy, the wererat alas is much too fast.

    Sigur’s face betrays his fear.

    Info


    Sigur’s Daily Angelic Echelon followed up by his Stone Panoply and all he has to show for it is a slightly singed Scurrying Wererat and a bloodied Dire Rat. The players are bordering on the terrified.

    At this point, in-game, I don’t think they have worked out that the Wererat Scum are just Minions.



    The swarm of rats continues to gnaw on the unconscious Gokan, that is until the remaining scurrying wererat leader makes a series of high-pitched squeaking sounds. The frenzied swarm rushes forward, so fast is it and so large that Sigur has to give ground. The dwarf suddenly takes to swatting furiously at his leg, and arms- trying to bat the rats off of him, hundreds more continue to gnaw on the dwarf.

    Sigur shakes and shudders, and stomps, and roars his disapproval, all the while the rats scratch, claw and bite. His armour suddenly glows, the burning light coalesces and bursts in to the storm, although again with little effect, several smoking blackened rat corpses lie smouldering on the floor, but the dwarf is still almost overcome.

    To make matters worse the blinded dire rat charges forward through Tonka’s legs, although the dragonborn warlord manages to get a little of his blade on the beast en route - but not enough to stop it. The rat launches itself at Sigur, sinks its great teeth in to the dwarf’s leg and hangs on.

    Info


    The Rat Swarm Crits Sigur for 14 points of damage, instantly bloodying the Dwarf- things are not going the PCs way, big time.

    The blind Dire Rat charges (at a random target) Sigur, and even with a -5 penalty to hit manages to connect. Sigur is on 2 hit points- things are really not going well for the PCs



    Tonka quickly orientates himself, turns to face his comrades back in the former goblin chieftain’s chamber, “Bahamut preserve!” the dragonborn declares, and Sigur is no longer at death’s door.

    “Thank you Moradin!” The dwarf whispers, his prayers partially answered.

    Tonka meantime lashes out at the nearest wererat, which ducks and evades his clumsy attack, another of the creatures dodges Hal’s equally fumbling attack and rushes forward- stabbing out at Sigur, the dwarf is cut again, and once more forced to give ground.

    Info


    Sigur is bloodied again, actually reduced to 7 hit points, things are really not going well.



    The remaining scurrying wererat leader steps back out of the action, and again produces a series of high-pitched whistles and squeaks- the creature’s rodent brothers manoeuvre; Tonka is being separated from his fellow adventurers- who are being forced back in to Balgron’s bedchamber.

    “Ssssoooon we feast my lovelies, soon we feast!” the foul creature croons.

    Hal tries again with his greatsword, smashing his weapon down and through one of the wererat scum, and then dragging the blade down further to scrape on the stone floor and slice through the rat swarm. The wererat falls, but the rat swarm is merely momentarily inconvenienced.

    Picture- Still fighting for their lives...





    Gokan, seemingly forgotten about, lies still on the cold stone floor, all around him chaos and despair.

    Jimmy has nowhere to go but back, away from his friends. The halfling dashes to the secret door, all the while throwing daggers in to the swarm as he retreats- to little effect. He thumps the wall, a grinding noise and the passageway and stairs are revealed.

    “Come on! Please!” Jimmy begs.

    Info


    Jimmy actually Crits the Rat Swarm with his Sly Flourish, however after the maths is done it works out to 7 hit points damage, the Rat Swarm isn’t even bloodied yet. The initial squeal of excitement when the ‘20’ showed on the dice soon fades- back to despair for the players.



    The furious bustling bundle of rats swarms over Sigur…

    “Mora…” Sigur starts.
    “Nooooooo!” Jimmy screams

    As the grumbling dwarf collapses to the cold stone floor, the swarm continues in its frenzy to circle and bite. Although moments later after yet another series of squeaks and hisses, delivered again by the last remaining scurrying wererat, the swarm moves off.

    Heading straight for Jimmy.

    Picture- Jimmy’s leaving and Sigur’s down





    The forlorn, broken Sigur bleeds and lies still.

    Info


    Sigur is swiftly reduced to -5 hit points by the Rat Swarm, the player- next in turn then fails his first Death Save.



    The last remaining, badly injured, dire rat recovers its senses and rushes at Hal, the metal man is bested- slammed back in to the wall by the force of the huge rodent’s charge.

    Info


    Hal is now bloodied, actually reduced to 9 hit points after the Dire Rat’s Bite attack.



    Tonka finally retreats, back in to the bedchamber, fending off opportune attacks from a number of wererats en route; the dragonborn is lucky, or else he’s getting much better with his longsword. Tonka makes his way back to Jimmy and the swarm without suffering a hit.

    Once there he unleashes hell, or else the force of Bahamut- his god and saviour, alas hell is postponed, his luck runs out and his effort is wasted, his attack is pathetic, he misses by a mile.

    Info


    Tonka’s Daily Leader’s Instinct is a critical fumble, thank Bahamut it’s Reliable, although will he even get time to try it again?



    The two remaining wererat scum change form again, back in to tiny rats, they dodge and duck and run circles around Hal- eventually manoeuvring before and behind the metal man, from which positions they launch their attacks.

    Hal is bitten, and scratched and clawed some more- almost spent.

    Picture- Hal is surrounded





    Info


    Hal is reduced to 2 hit points. Keep this in mind, it may prove to be important.



    The scurrying wererat rushes over to the flustered Hal, who doesn’t know quite where to turn, and slams its blade in to the metal man’s face.

    The effect in instantaneous.

    Hal stops, makes one last sudden rasping grinding sound, and then speaks.

    “I have failed.”

    His last words, Hal collapses, dead.

    Picture- Hal is slain





    Info


    Hal is hit by the Scurrying Wererat for 22 damage, a Crit, the metal man was on 2 hit points, he’s now on -20 hit points, which is beyond his negative bloodied value. Hal 5000 is dead- forever.



    Tonka and Jimmy are suddenly aware that they’re all that’s left.

    Info


    And the players know they’re heading for a TPK. There’s more laughter than anger around the table, which I’m very much thankful for- sometimes TPKs can be awkward, even terrible moments to share with friends… Here we go then.



    Tonka and Jimmy retreat down the stairs, the rats come on, behind the verminous trio the scurrying wererat squeaks and hisses its orders.

    “Not long now my lovelies…” It hisses and grins.

    Jimmy suddenly steps forward, lashes out with his vicious blade at all three targets before him - the two wererat scum, in rodent form, and the swarm.

    He fails to connect with any of his enemies.

    Picture- Jimmy misses





    Info


    Three attack rolls- the highest is a ‘4’. When your luck is gone, it’s gone.



    The swarm gnaws and bites at the halfling’s lower legs and feet- Jimmy bleeds and dances back.

    The last dire rat mean time darts out of the corridor and forward in to the action, charging straight for Tonka, the dragonborn’s aim is straight and true - he cuts the brute down.

    The distraction is enough however.

    The two remaining tiny rats scurry and scuttle, till they’re in position, both simultaneously morph in to rat man shape- either side of Tonka. Moments later the dragonborn is swiftly, and expertly, cut down.

    Info


    Tonka is reduced to -1 hit point. Stu, the player (Hedda & Tonka), doesn’t look very happy- perhaps he’s contemplating what his third PC will be.



    The scurrying wererat leader dashes in to the opening and stabs Jimmy in the gut, the halfling staggers and squirms… the end is close.

    Picture- The end is nigh...





    Info


    Jimmy is bloodied, actually reduced to 9 hit points. The end really is close.



    Jimmy staggers back, down the stairs, almost spills his blade, one hand clutched to his gut- the blood sticky red pulses and flows.

    “But… But… We’re the good guys…”

    Jimmy blinks, unable to take in the events.

    The vermin close in for the kill.

    Jimmy steps back again, his legs almost giving way- fear, raw fear… terror.

    The young halfling’s mind whirrs.

    “Four thousand gold- ransom them, to me…” Jimmy holds up his hand, the one not holding his vicious dagger.

    The wereat scum and the rat swarm come on- hissing and squeaking respectively.

    The scurrying wererat, the leader, suddenly squeaks once, loud and commanding.

    Everything stops.

    Except Jimmy.

    “Four thousand gold- from my father, it’ll take a couple of days… three days. He’s in Fallcrest, he’s a rich man, an adventurer, or else he was… He has money though, I promise.”

    The scurrying wererat barges forward past the two scum.

    “Convince me.” It hisses.

    Info


    Later Dan, who plays Jimmy, said that he knew he couldn't win and didn't fancy his chances getting away- 4,000gp just seemed like the right amount- 1,000gp each; of course he hadn’t accounted for Hal being dead already at the time.

    How could I, as a kindly DM, fail to grasp this opportunity?

    But I didn’t want to make it too easy.

    Jimmy’s in a Skill Challenge- no XP reward just the chance to get his comrades out of a tight spot- alive. The rules are, made up on the spot; he has to gain four successes before three failures. The DC is set at 15, he can use any skill, although never the same skill twice in a row. One skill check takes a round (although, see below), and has to be role-played of course, if he succeeds at a check then he can try for a second skill check in the same round, if he fails he cannot try again that round.

    Furthermore each round the three dying adventurers- Gokan, Sigur & Tonka, have to continue to make their Death Saves.

    It’s agreed, and we begin…



    “My father used to work for the Lord Markelhay, you’ve heard of him… yes?” Jimmy gabbles.
    The wererat nods.
    “He paid him well for his services, before that- as I said, he made his money adventuring; I mean he’s not as rich as some of the folk in the city, or the guilds of Hammerfast, but… He has money, he can get four thousand quickly, get it here- to Winterhaven, and then…”
    “The dragon burial site.” The wererat calmly states fingering the edge of its blade.
    “Yes. Yes, I mean… all you’d have to do is let me go- I mean, I don’t know how you ended up here…” Jimmy looks about himself, indicating the catacombs of the Keep.
    “You’re probably paid badly, I mean… you’re just, messengers!” Jimmy hangs the last word out, and shivers.
    The wererat’s whiskers quiver, its eyes flash in anger.
    “I mean- messengers, that’s beneath you, but with money- well, you could start again, somewhere else. Maybe in a city… not in a filthy, wet, smelly dungeon.”

    The wererat sniffs and wrinkles his nose, seemingly aware for the first time of the stink and dirt about him.

    Info


    And that’s a Bluff 25 followed by a Diplomacy 19, all in one round- and what’s more the three remaining PCs all manage to make their Death Saves.



    “Well… What do you think? Three days- four thousand gold coins?” Jimmy begs.

    Jimmy presses on, afraid of the silence. “You don’t have to tell your bosses, the… goblins?”
    “Hobgoblins.” The scurrying wererat snarls.
    “Hobgoblins, goblins- no matter, they don’t have to know. The money’s for you, you and your men, I mean- rat men, all for you. ‘Messengers’, you’re better than that- much bet…”

    Jimmy is cut off, a moan loud and terrible from back up the stairs- Jimmy recognises it instantly- Gokan. Gokan’s dying Jimmy thinks, and frets.

    Info


    Gokan fails his first Death Save.



    “I… “
    But the halfling’s words are cut off again, this time by the grinding groaning sound of the second secret door sliding open.

    Jimmy watches, nervous, his blade ready- looking front and back- he’s surrounded.

    The second secret door opens all the way, to reveal- nothing. The torches have been extinguished in the excavation chamber beyond it seems- it’s dark, shadowy, there’s something…

    Suddenly a cacophony of furious squeaks from the wererats, the trio- even the scurrying wererat leader, bows low and backs away a little. The rat swarm plunges down the stairs in a mad rush, filtering around and through Jimmy’s feet.

    Jimmy grips his blade even tighter.

    “Little ones…” A whispering voice which purrs with pleasure comes from the darkness at the bottom of the stairs. The rat swarm is a maelstrom, rats leaping and climbing over each other to be close to… A pair of thickset ratty legs, and an equally thick ridged and wormlike tail which curls and scoops and slides through the skittering joyous swarm.

    That’s all Jimmy can see, the shadows limit his vision.

    The scurrying wererat, squeaks again- rapidly, and then half-salutes and bows once more.

    “I… I… “ Jimmy stammers, unsure as to what comes next.
    “I am so very pleased to eat you, I mean of course- meet, you.” The voice is as rich as chocolate, and husky with it. The joke, such as it is, provokes an instant reaction- a chorus of squeaks and squeals- Jimmy estimates there are at least another half-dozen wererats ahead of him, down the stair.

    “Four thousand gold coins- that’s a lot to offer, even if you had the money what guarantee would I have of your return?” The voice comes again, followed by a hint of a massively built wererat’s snout and whiskers from the shadows.
    “My word… “ Jimmy tries, and then swiftly changes tack.
    “You have my brothers- up there, Gokan, the half-orc and Hal, the metal man… I would never abandon my brothers, and nor would my father. Even if we wanted to our mother wouldn’t let us- she would sell everything we owned…” Jimmy tails off, and then finds his way again, “ I swear this.” He snivels.

    Silence for a while.

    “I believe you little one… only now you have whetted my appetite- four thousand is a princely sum, and yet, for your brothers? Family is everything, don’t you agree?” The honeyed voice asks.
    Jimmy nods, sniffs some more, wipes a tear or two away with his sleeve.
    “And yet my brothers lie still now, victims of your blades and your spells- what price my brothers, little one?”

    It’s Jimmy’s turn for silence.
    “How much?” The halfling eventually asks.
    “Six thousand.”
    “Five…” Jimmy snaps back, perhaps a little too hastily.

    There’s a sudden flurry of movement, several more wererats lurch out of the shadows, an array of them- all sizes, some as small as Jimmy, all wielding nasty looking blades of every variety.

    “Five thousand.” The wererat leader purrs. “We have a deal.”
    The creature offers from the shadows its huge, hairy clawed hand.

    Info


    Another two successes for the win- Bluff and Diplomacy again, the later equally exactly the DC required. The wererat chief is convinced.

    The dying PCs are quickly stabilised by the wererats, see below.



    Jimmy gingerly reaches out and grasps the proffered hand.

    Moments later a wererat rushes past him- up the stair, towards the fallen, and with a snarl, then another, and another and…

    “Five thousand, three days time- at the burial site your father so favoured… Go now, little brother.” The voice comes with an echo- already at a distance, the wererat leader it seems has also moved away- the passage is clear.

    Less than sixty seconds later Jimmy is back out in to the cold air, out of the catacombs and back in to the wilds.

    He runs.

    Encounter #9 Synopsis, PC XP & DM’s thoughts



    Encounter #9 The Rat Pack, starring-

    Wererat Scum (Minion Skirmisher 5) x6
    Rat Dire (Brute 1) x2
    Rat Swarm (Skirmisher 2) x1
    Wererat Scurrying (Skirmisher 3) x2

    925 XP Level 4 Encounter

    I decided to ditch the myriad creatures in the lower caves- giant rats, ochre jelly, blue slime and kruthik- I wanted something with a bit more bite, and story, although as it turns out, I quite liked the rats...

    Doing away with all of the other guys in the caves also gave me some more XP to play with to bulk out a few of the other encounters in the Keep, remember I want to make this Hard Core.

    PC XP

    110 XP each for a total of 1419 XP in total (PCs Level 1).

    Quite a disparity, as previously- I do not award XP for creatures that make it out alive from the encounters. I appreciate that this sounds a little churlish but 4e can sometimes seem like it’s playing too fast, or rather the PCs advance very quickly.

    Back when I was playing 3/3.5e or even AD&D I ran campaigns that lasted for 4-5 years that ended with the PCs at level 15 or so, lower usually. I’ve played several 4e campaigns to date- the longest maybe a little more than eighteen months saw the PCs reach Level 14. While the desire to reach level 30 remains we don’t want to miss out on a single level, the deal is we’re going to play this to the end- not missing out on anything.

    Just a hint of the present- this write up is very much behind the actual game, we started playing this campaign in March 2012, the date today is the 12th of November 2012, the PCs are at present a whisker away from 9th level- a level a month seems to be about the right pace.

    And so back to the present- the PCs were denied the XP for the Rat Swarm, two of the Wererat Scum and the Scurrying Wererat, they survived to fight another day- what a meanie I am.

    DM Thoughts-

    I started off apologising to the players for this encounter; in the immediate aftermath- two of the PCs only had one Healing Surge left and… But my players didn’t buy it; they let me off the hook very quickly.

    Their dice rolls were terrible, mine were great- I seemed to not roll anything below a 14, they seemed to have problems breaking 10, and for Gokan- again, a nightmare. The second encounter in a row in which he has proved to be almost unable to hit anything- Hal we’re used to failing and falling over, it’s become a standing joke at the table, but Gokan… unheard of.

    But, save for the terminated Hal, the guys have a chance to affect a rescue.

    So now it’s time to roll up some secondary characters, for the exchange, you’ll see.



    Last edited by Goonalan; Wednesday, 19th June, 2013 at 05:39 PM.
    Check out my 4E Campaign- HARD CORE a final attempt to play through the WOTC core modules- obviously we've made a few changes along the way.

    Or else there's my Let's Play scenarios, a bunch of one-off games, mostly, you'd best go check out the list.

    Let's Play series also available, all in one place, at Obsidian Portal.

  9. #9
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    Goodman GamesD&D

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    KOTS Part 9a: Jimmy’s return.

    Soon after, Jimmy’s breathing hard, stumbling, and…

    “Damn!”

    The halfling yelps and tumbles down a slight incline, his foot thumping hard in to a half buried stone.

    Jimmy sprawls on the packed earth, gasping- gulping down hot lungfuls of air, blinking furiously as the tears sting his eyes.

    “Gurppp!”

    He vomits as he tries to stand, sinks back onto his haunches, and vomits again- one side of his leather armour has been torn away at the shoulder, split at the seams. The other side is lathered with blood- mostly his own.

    His hands and forearms are covered by a network of scratches and tiny cuts- pricked by thorns and burning from nettle stings.

    The halfling rocks back and forth, every now and then he spews or dry retches.

    “I didn’t want to go back… I didn’t even want to… go back. To go back...”

    Jimmy levers himself to his feet, steadies himself for a moment, he’s woozy, not right, not… the sun is getting low- dusk is approaching.

    I know the way. I know the way. He repeats the phrase in his head.

    Jimmy heads off again, a stumbling jog.

    “I didn’t want to…” Every now and then he whispers it; at least twice he stops for a moment to shout out the phrase as loud as he can and then, realising what he’s done, anxiously scan the horizon.

    He cries a lot.

    He falls over once or twice more, repeats his previous performance, including the spewing and staggering, but he goes on.

    He goes on.

    Because it’s all he can do.

    Because it’s all there is to do.

    “I didn’t want to go back… I didn’t even want to…”
    “Hold him down.” Rond’s voice is stern.

    The guardsman isn’t so sure, or else…

    “I said ‘hold him down’ guardsman.” Rond shouts, but remains in control.
    “He’s raving…” It’s Lord Padraig’s voice.
    “Yes sir, as you say.” Rond comes again.
    “What happened to hi…”
    “Death, sir.” Rond simply states with as much ire as his position, and Lord Padraig’s authority, allow him to muster.

    “I didn’t…” Jimmy blinks open his eyes- the Inn, Wrafton’s Inn. A strange point of view- the ceiling, looking up- he’s looking up. Someone, some things, are holding him down- got to get up. Got to get up, get free, get back to… Jimmy fights.

    “Here we go again, hold him guardsman- for Erathis’ sake he’s just a halfling, hold him!”

    “No! NO! They’ve got them- the rat men. The rats! RATS! My brother… my brother- little brother. I’ve got to- LET GO OF ME!” Jimmy rambles, screams and shouts.

    He scrabbles to be free, scrambles to reach for his dagger- the guardsman struggles, they can’t hold him- Lord Padraig suddenly recoils- Rond jumps in to the gap, but Jimmy is alive- with pain, with anger, with hatred- his dagger’s out.

    Jimmy hisses and spits, like a madman, he’s free of their grasp…

    “KEEP BACK!” Rond screams, as guardsmen and gawkers scramble for cover.

    Jimmy leaps to his feet, the enemy all around him; somehow they’re in Winterhaven- the goblins, the kobolds, the rat men, the monsters- all arrayed before him in the Inn...

    “You’ll not take me… Never! I didn’t want to go back!” The last phrase half shout, half scream, all terror.

    Jimmy makes for a forlorn sight, dagger in hand- madness in his eyes, standing on a table in the middle of Wrafton’s Inn, surrounded by the citizens of the town.

    Suddenly a minotaur appears before Jimmy, steps out of the monstrous crowd.

    It’s… It’s… It’s… Jimmy thinks.

    The minotaur grins, and approaches.

    “Hedda!” Jimmy grins back, holds out his empty hand in greeting.

    And then takes the full force of the flat of the great minotaur’s axe in his chest- the halfling sails fifteen feet, slams in to a wall and thumps down on to the floor.

    Jimmy’s last thought- “You’re not Hedda.” Then oblivion.

    “Where am I?” Jimmy awakes with a start, sits bolt upright- Sister Lenora perches on the edge of the bed.
    “Shhh… Rest little one.”
    “Little one?” Jimmy screws up his face- a bad memory.

    The door to the bedchamber opens- Douvern, it’s Douvern, and… “Mum!” Jimmy leaps into Gerda’s embrace.

    Two hours later and Jimmy, Douvern, Gerda, Rond and Lord Padraig are all seated around a well-appointed table, in the Lord’s manor house. The food has hardly been touched, no one feels like eating…

    “But how did…” Jimmy starts, staring at his father, it’s Rond that answers.
    “When you arrived back at the Inn, well- we thought you were dying, we…” Rond looks about him for a moment, “we managed to get you settled, then I sent two men on fast horses to Fallcrest- dangerous in the night, but I had Sgt. Ramm lead the way; I figure he owed you that. I thought that your father should know of your return, and the circumstances...” Rond nods at Douvern, who takes over.
    “I…”
    “We.” Gerda states.
    “We travelled through the night- got here early this morning, about an hour before you awoke.” Douvern grins.
    Gerda grins.
    Jimmy blushes.
    “I’m sorry…” Jimmy starts, and then puts his head down quickly- the tears come again.

    “Jimmy.” Gerda speaks.
    Jimmy sniffs and then looks up.
    “Tell us- tell us everything you remember…”
    Jimmy gulps, nods his head, and then starts to speak.

    It takes a while, breaks for tears, anger and moments of comfort, but eventually Jimmy gets it said- his story is told.

    “Five thousand!” Rond whistles.
    Lord Padraig shakes his head.
    Douvern is however already counting- his chair scrapes back. The ex-adventurer is quickly to his feet, smiling, almost.

    “Five thousand- you did well Jimmy, you did great. You saved them! I’m proud of you…” Douvern is at Jimmy, his hand on the halfling’s shoulder, squeezing tight- Jimmy sobs and is comforted by Gerda, who strokes his hair and coos.

    “I need to make use of your men- I need swift riders, we need to go to Fallcrest and back, today preferably…” Douvern addresses first Lord Padraig and then Rond, the ex-adventurer perversely seems to be enjoying himself.
    Lord Padraig nods at Douvern and then Rond.
    “I’ll organise things.” Rond states and bustles for the door. “They’ll be ready to depart within the hour…” The guard captain heads out.

    Douvern nods back at his wife, and then grins at Jimmy.
    “You did right. We can get them back. I’ll be back today with the money.”
    The ex-adventurer nods again, and the heads off after Rond.

    “Mom?” Jimmy asks.
    “Let your dad take care of it- rest Jimmy, rest. You need to get better.” Gerda states and hugs the halfling to her.

    “Where am I?” Jimmy awakes with a start, sits bolt upright- Sister Lenora has been replaced on the edge of his bed, instead it’s Douvern that perches there.
    “Shhh… Rest.” His dad leans in and strokes the young halfling’s warm brow.
    “Hal’s…” Jimmy screws up his face- a bad memory.
    “I know… I know- there’s nothing you could have done. We’ll get Gokan back, don’t you worry.”
    “But Hal…” Jimmy starts again.
    “Hal was a strange one- even I could see that, all that time in the ground- centuries… He was…” Douvern wipes his eyes.
    “There was something about Hal, Jimmy. All the time he spent at home, with me, with us… I’d wake up every day and see him and think that it was going to be today, that today was the day he’d finally tell me…” Douvern looks away.
    Jimmy sits up, through the window he can see the moon, almost full in the black sky.

    “What do you mean that he was going to tell you?” Jimmy asks.
    “I don’t know. I honestly don’t know. It was just something I felt, every day- every time I saw him. He had this air, a sort of expectancy. It was like he had a secret.” Douvern shakes his head, and then goes on.
    “I know it sounds silly but… Gerda, your mother felt it too, only she was afraid of it- we spoke about it at first, the feeling we had, when Hal first came home with me. We’d argue about it- she said that there was something wrong with Hal, something not right, something… dangerous. I don’t know!” Douvern gives up, exasperated.
    It’s Jimmy’s turn, he rests his hand on his father’s arm.

    Finally Douvern looks up.
    “Hal had a secret, it’s a strange thing to say- I know. The thing I hate most is the feeling that he never told anyone, or at least- he never told me.”
    Douvern sags, stays silent for a while longer.

    “I miss him Jimmy- I miss him already. I’m sure you miss him too- we all will, but he died doing the thing he was created for, for fighting- for defending, for keeping others safe. He gave his life to keep you safe Jimmy.” Douvern stares in to his son’s glistening eyes.

    “I need to pay him back…” Jimmy states and stares back out the window.
    “You’ve already paid him back, don’t you see- you survived, that’s what Hal would have wanted,” Douvern states and intercepts Jimmy’s gaze.
    “Understand Jimmy? It’s not your job to get ‘revenge’, don’t do anything silly- bring Gokan back, if you can. But you need to come back- in one piece, that’s what Hal would have wanted- he was your big brother…”

    The two clutch each other; Jimmy sobs a little, but does his best to hide his tears.

    An hour or so later, Douvern tucks the sleeping halfling back in to the bed, and then as quietly as he can creeps to the door of the chamber, silently opens it, easier done because it’s slightly ajar.

    “Oh!” Standing in the now open doorway is Gerda, she looks at him, she looks serious.
    “And when Jimmy comes back?” Gerda enquires.
    Douvern sags again, looks old- older than his years even. He shrugs, and then begins to move off- back to the room he shares with Gerda.
    “And that’s it? You’d send him back?” Gerda voice betrays her emotion.
    Douvern turns to face his wife, he shrugs again.
    “It’s his choice?” He offers.
    “Adventuring!” Gerda sarcastically replies, with as much dismay, and anger, as she can muster.
    “It’s in his blood.” Douvern states, and changes direction, heading for the stairs.
    “Where are you going now?” Gerda snaps.

    Douvern waits till he’s almost out of sight before replying.
    “I’m going to make sure he comes back alive. I’m going to make sure that he gets a chance to make his own decision.”
    Gerda goes to speak, but Douvern cuts her off.
    “Get some sleep. I won’t be long, and I promise you- here and now, that Jimmy will return, with Gokan. I’ll take care of it.” And with that, Douvern heads down the stairs and out of sight.

    Leaving Gerda alone in the corridor, fretting and wiping her eyes, stood outside of her son’s room.
    “Old fool” Gerda hisses, and then shuffles off back to their room.



    Last edited by Goonalan; Wednesday, 22nd May, 2013 at 12:49 AM.
    Check out my 4E Campaign- HARD CORE a final attempt to play through the WOTC core modules- obviously we've made a few changes along the way.

    Or else there's my Let's Play scenarios, a bunch of one-off games, mostly, you'd best go check out the list.

    Let's Play series also available, all in one place, at Obsidian Portal.

  10. #10
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    Goodman GamesD&D

    ø Ignore Goonalan
    KOTS Part 9b: New Blood.

    The 27th day of the third month of the year 2012, upstairs in Wrafton’s Inn- the assembled group stare a while longer at the chest full of gold coins, then the huge minotaur closes the chest, hefts it on to his shoulder and goes to depart the room.

    The brute stops before Jimmy, hesitates a moment.
    Jimmy looks up, and up, and…
    “Sorry.” The minotaur states and nods his head a little.
    Jimmy looks worried.
    The minotaur stomps off.

    “What was that about?” Jimmy asks after the creature has departed.
    “Sergeant Ramm helped to… err, subdue you when you came round in the Inn, you were a little…” Rond tails off, shakes his head. “Anyway, Ramm’ll carry the money for the exchange tomorrow, if anything bad happens he’ll do his job.”

    Ramm


    Ramm, Male Minotaur Guardian Fighter Level 2

    Played by Lee (who played Hal)


    Ramm, like Gokan, favours his +1 Vanguard Battleaxe.



    “’Ow you mean, zumthing bad ‘appen?” The speaker uncrosses her legs and stands, she has short dark hair framing her elven face, she is… Jimmy searches for the right word- beautiful?
    “We ‘appen. Zat iz bad. For zem!” Eko declares, the half-elven beauty grasps the pommel of her longsword.
    “What?” Jimmy asks and gawps.
    “My chere… Zer iz no need to worry. Everyzing iz how you say ‘underz control.’ Bon?”
    “Douvern?” Gerda sounds worried, and annoyed.
    “What are you planning?” She finishes.
    Jimmy looks from his mum to his dad.

    Eko


    Eko, Female Half-Elf Valorous Bard Level 2

    Played by Steve (who also plays Sigur)


    Eko totes her +1 Orium Wand.



    The second elf is on his feet, tall and extremely handsome, dashing even- with a red neckerchief.
    “A little surprise! Zat iz all.” The Red Baron, the good-looking male elf, adds to the mix, and winks at Jimmy while miming firing the great bow slung on his back.

    The Red Baron


    The Red Baron, Male Wood Elf Archer Ranger Level 2

    Played by Dave (who also plays Gokan)


    The Red Baron grips tight to his +1 Retributive Longbow.



    “Douvern!” Gerda comes again, the worry in her voice now replaced entirely with anger.
    “What!” Douvern spreads his hands, tries his best to appear entirely innocent.

    CLOMP CLOMP CLOMP OOOF!

    “Sorry old chap!” Clomping in to the room, and barging in to Rond en route, comes a third stranger, a much older dragonborn- clearly a warrior, wearing a battered suit of plate armour and lugging a heavy shield, with a longsword at his belt.

    The dragonborn, and his equipment, have clearly seen better days.
    Gerda looks up- astonished. “Sir Garlik!” She’s quickly to her feet, she fusses her hair a little.
    “I… Douvern!” She turns to stare at her husband.
    Who continues to spread his arms wide and mime his innocence.

    “Don’t worry Gerda- you’re looking as divine as ever by the way.” Sir Garlik, the dragonborn knight, schmoozes. “The young lad’ll give the signal…” He nods at Jimmy. “We’ll rush in, slay the vermin, get the money back, and be back to the Inn with the fellows in time for hot buttered crumpets, and a medicinal snifter or two.” The dragonborn concludes.

    Sir Garlik


    Sir Garlik, Male Dragonborn Avenging Paladin Level 2

    Played by Stu (who also plays Tonka, and previously Hedda)


    Sir Garlik wields his +1 Longsword Sentinel Martial Honour Blade, a family heirloom.



    “What?” Gerda gawps.
    Douvern tries to stay out of his wife’s line of sight, he hides behind Sir Garlik.
    “What!” Gerda tries again.
    Jimmy gulps.

    “We’ll…” Sir Garlik starts back up.
    “I know what you said Sir Garlik…” Gerda cuts the dragonborn knight off.
    “Let me exp…” Douvern starts, but he too is truncated.
    “I think you’d better- not here…” Gerda stomps out of the room. “Douvern!” She calls back.
    Douvern follows, head down. “Yes, dear.”
    SLAM and the door’s shut.

    Silence, except for Gerda’s raised voice - muffled by the closed door.

    Jimmy winces.

    The dragonborn mean time fetches out a ready rolled cigarette, screws it in to the corner of his mouth, and lights it.
    Jimmy looks at the three adventurers before him- finally gawps up at Sir Garlik.
    The dragonborn roots around inside his armour, searching for some…
    “Bang on!” Sir Garlik grins and fetches out a silver hip flask, a moment later he’s gulping the liquid down.
    Jimmy still stares.
    “Sorry, not done the intro’s.” Sir Garlik wipes his mouth with the back of his hand.
    “Chap with the bow’s the Red Baron…” The Red Baron smartly comes to attention and then grins.
    “Lady with the blade’s Eko.” Eko grins- Jimmy melts.
    “They’re…” Sir Garlik searches for the right word, finally settles on, “Elves.”
    “I’m Sir Garlik, Knight Protector of etcetera etcetera…” Sir Garlik bows slightly, and then raises the flask once more to his lips.
    The dragonborn suddenly stops, looks puzzled.
    “I say little chap- you don’t know where there’s any ice do you?” Sir Garlik waves the flask about.
    Jimmy shakes his head, mouth-open wide, still gawping.
    “Pity.” Sir Garlik states and then adds, “just have to make do, chin-chin.” He salutes with his flask and then tilts it back and drains it.

    Info


    Jimmy is also Level 2 now.




    Last edited by Goonalan; Wednesday, 22nd May, 2013 at 12:50 AM.
    Check out my 4E Campaign- HARD CORE a final attempt to play through the WOTC core modules- obviously we've made a few changes along the way.

    Or else there's my Let's Play scenarios, a bunch of one-off games, mostly, you'd best go check out the list.

    Let's Play series also available, all in one place, at Obsidian Portal.

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