Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*Dungeons & Dragons
A playthrough of The Shattered Obelisk (spoilers)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="MerricB" data-source="post: 9216202" data-attributes="member: 3586"><p><strong>Tenth Session, December 11, 2023</strong></p><p>Continuing through Chapter 5: Paths of Peril.</p><p></p><p>The party quickly abandoned their idea of following the tunnel when I worked out how long it was, and instead kept investigating.</p><p></p><p>Next on their list was the Miner's Exchange. The artwork depicting the missing foundation stone from the base of the exchange is truly terrible. One of my players, the son of a carpenter, looked at it and said "there's no way that missing stone makes it unstable." I'm the son of a person who learnt stonemasonry to build a bluestone house. I agreed. Sigh.</p><p></p><p>But at least I could play Halia. There's nothing like role-playing a Zhentarim! And she wanted to know what the goblins were up to and what the characters knew. By now it was obvious that they'd been stealing stones, and obsidian ones at that. Which was weird, but that's how it goes at times. But she'd driven them off southwards, and so the party picked up the trail and followed.</p><p></p><p>(There's no check mentioned in the text, but I allowed everyone to make Survival checks to follow the trail, because I like making skill-based characters feel useful. Except, of course, the tempest cleric with a +7 Nature rolls terribly... again! She's good at that!) But the party were able to follow the trail regardless. (Since other characters rolled well).</p><p></p><p>They found a camp with three wounded goblins - but not normal goblins! Psionic ones! The fight was sort of tough, but once one was knocked unconscious, the rest surrendered. (Yes, the party were looking for captives, not kills!)</p><p></p><p>Two pieces of information were gleaned from the captives: The approximate location of the goblin lair, which turned out to be near where the long tunnel ended, and the name of the goblin chief!</p><p></p><p>(The goblins are in a camp where it looks like several more goblins were present, given the tents left behind. So, it really looks like the goblins used this as a staging point to attack the town, after approaching overland. Meanwhile, a second group of goblins went through an 18-mile tunnel that just happened to end under the well and used that? Because, otherwise, how would they know that they could escape through the well? Suspension of disbelief is hard at this point).</p><p></p><p>Back to Phandalin, and time to investigate the Sleeping Giant. Where Grista the orc has mysteriously become Grista the dwarf. Just as well the party never met her the first time, right?</p><p></p><p>The "good luck" stone in the bar top that got stolen - which actually brings sickness - is <em>not</em> a good idea. Cause, if everyone who goes to the Sleeping Giant gets ill, who ends up visiting? Also, it's spherical. Which brings to mind Obelisks, cause they're spherical. Oh wait, no they aren't. (I guess it's a decorative bit?)</p><p></p><p>But there turned out to be goblins on top of the tavern! (This is a very nice touch - they dropped a bag of loot and are recovering it. I appreciate things like this). Very quickly noticed by the characters as they returned outside, it was time for a fight.</p><p></p><p>Text of the adventure: "During the ensuing combat, the goblins do their best to stay on the roof of the two-story tavern, using the high ground to their advantage." Also note that two of the three goblins do NOT have ranged attacks.</p><p></p><p>Attention to detail is not always a strength of this adventure.</p><p></p><p>This turned out to be a tricky fight, because the goblin who has ranged attacks can incapacitate characters for a round. And, let me tell you, the Int saves of this group are terrible.</p><p></p><p>They killed one goblin, and the other two ran off - but it wasn't that easy. And returned the bag of treasure to Griska, who was grateful, offering a week of free food. (Another lovely touch: it mentions the food isn't great! My players and I were amused).</p><p></p><p>It was time to meet up with the person in town who knew a lot about history and hidden lore, Sister Garaele, and discuss what they'd found. Oh wait, SIster Garaele is strangely sidelined in this adventure. There's a brand new character, a dwarven woman named Gwyn Oresong, who just happens to turn up and be helpful. (I'd be a lot less salty about this if they were <em>also</em> using the lots and lots of NPCs that were established in the original adventure, but they don't. We have now seen the last mention of the townmaster, Harbin, and a lot of the other established NPCs.)</p><p></p><p>The players already knew most of it, but Gwyn was able to identify the partial mentions of the goblin hideout as an old Duergar Stronghold.</p><p></p><p>So, off to the stronghold they went!</p><p></p><p>More editing cock-ups were to come. Look, this is still the same chapter, and we get this text: "The characters also might know about the pantry tunnel entry from their investigations in Phandalin." If anyone can tell me what this is referring to, I'd love to know.</p><p></p><p>Yes, the stronghold has three potential entrances - though how the party might work out an undergroup, watery vent would work, I don't know. But they're adventurers, perhaps they assume it.</p><p></p><p>But the party quickly determined that staying dry was important, so they took a tunnel dug by the goblin's pet badger into the abandoned pantry. And from the pantry, they exited into the... bedroom.</p><p></p><p>WTF?</p><p>[ATTACH=full]338933[/ATTACH]</p><p></p><p>Z8=Kitchen</p><p>Z9=Pantry</p><p>Z10=Bedroom</p><p></p><p>This is just such bad editing.</p><p></p><p>I changed it so Z9 entered into Z8, which made SO MUCH MORE SENSE. (Especially as the giant badger who dug the tunnel from Z9 to the outside is in Z8). Whereupon, the window in the west wall alerted the goblins to their presence, and soon it was a massive battle.</p><p></p><p>With three CR 4 psi commanders joining in. (Two are standing guard on a parapet nearby; there's no way they wouldn't hear the disturbance and come to investigate).</p><p></p><p>I did have a nice moment where one of the commanders didn't use his area of effect attack because it'd hit their pet badger! Which saved the characters for a round. But the badger ran for it, and he didn't miss with his next attack - that was every character staggered. Even with a bunch of rerolls due to the variant (playtest) inspiration rules I employ.</p><p></p><p>(Yes, the commander got himself in the blast. He survived).</p><p></p><p>From there, things went very badly, with two characters unconscious, including the frontline fighter. One of the commanders dragged him away as a prisoner, and the artificer used a fog cloud to help take the unconscious sorcerer to safety. Back down the tunnel!</p><p></p><p>And that was it for the session. The fighter captive, and the other characters going back to Phandalin to hire help. I rather enjoyed the session, but some of the editing/writing could be a lot tighter here.</p><p></p><p>We should have another session next week, but then we get hit by three skipped sessions in a row, as the Monday night falls on Christmas, New Year's, and the birthday of our Artificer's wife. So, see you next week before a gap?</p><p></p><p>(I'll probably run some Cyberpunk RED for the other players on one or two of those occasions).</p><p></p><p>Cheers,</p><p>Merric</p></blockquote><p></p>
[QUOTE="MerricB, post: 9216202, member: 3586"] [B]Tenth Session, December 11, 2023[/B] Continuing through Chapter 5: Paths of Peril. The party quickly abandoned their idea of following the tunnel when I worked out how long it was, and instead kept investigating. Next on their list was the Miner's Exchange. The artwork depicting the missing foundation stone from the base of the exchange is truly terrible. One of my players, the son of a carpenter, looked at it and said "there's no way that missing stone makes it unstable." I'm the son of a person who learnt stonemasonry to build a bluestone house. I agreed. Sigh. But at least I could play Halia. There's nothing like role-playing a Zhentarim! And she wanted to know what the goblins were up to and what the characters knew. By now it was obvious that they'd been stealing stones, and obsidian ones at that. Which was weird, but that's how it goes at times. But she'd driven them off southwards, and so the party picked up the trail and followed. (There's no check mentioned in the text, but I allowed everyone to make Survival checks to follow the trail, because I like making skill-based characters feel useful. Except, of course, the tempest cleric with a +7 Nature rolls terribly... again! She's good at that!) But the party were able to follow the trail regardless. (Since other characters rolled well). They found a camp with three wounded goblins - but not normal goblins! Psionic ones! The fight was sort of tough, but once one was knocked unconscious, the rest surrendered. (Yes, the party were looking for captives, not kills!) Two pieces of information were gleaned from the captives: The approximate location of the goblin lair, which turned out to be near where the long tunnel ended, and the name of the goblin chief! (The goblins are in a camp where it looks like several more goblins were present, given the tents left behind. So, it really looks like the goblins used this as a staging point to attack the town, after approaching overland. Meanwhile, a second group of goblins went through an 18-mile tunnel that just happened to end under the well and used that? Because, otherwise, how would they know that they could escape through the well? Suspension of disbelief is hard at this point). Back to Phandalin, and time to investigate the Sleeping Giant. Where Grista the orc has mysteriously become Grista the dwarf. Just as well the party never met her the first time, right? The "good luck" stone in the bar top that got stolen - which actually brings sickness - is [I]not[/I] a good idea. Cause, if everyone who goes to the Sleeping Giant gets ill, who ends up visiting? Also, it's spherical. Which brings to mind Obelisks, cause they're spherical. Oh wait, no they aren't. (I guess it's a decorative bit?) But there turned out to be goblins on top of the tavern! (This is a very nice touch - they dropped a bag of loot and are recovering it. I appreciate things like this). Very quickly noticed by the characters as they returned outside, it was time for a fight. Text of the adventure: "During the ensuing combat, the goblins do their best to stay on the roof of the two-story tavern, using the high ground to their advantage." Also note that two of the three goblins do NOT have ranged attacks. Attention to detail is not always a strength of this adventure. This turned out to be a tricky fight, because the goblin who has ranged attacks can incapacitate characters for a round. And, let me tell you, the Int saves of this group are terrible. They killed one goblin, and the other two ran off - but it wasn't that easy. And returned the bag of treasure to Griska, who was grateful, offering a week of free food. (Another lovely touch: it mentions the food isn't great! My players and I were amused). It was time to meet up with the person in town who knew a lot about history and hidden lore, Sister Garaele, and discuss what they'd found. Oh wait, SIster Garaele is strangely sidelined in this adventure. There's a brand new character, a dwarven woman named Gwyn Oresong, who just happens to turn up and be helpful. (I'd be a lot less salty about this if they were [I]also[/I] using the lots and lots of NPCs that were established in the original adventure, but they don't. We have now seen the last mention of the townmaster, Harbin, and a lot of the other established NPCs.) The players already knew most of it, but Gwyn was able to identify the partial mentions of the goblin hideout as an old Duergar Stronghold. So, off to the stronghold they went! More editing cock-ups were to come. Look, this is still the same chapter, and we get this text: "The characters also might know about the pantry tunnel entry from their investigations in Phandalin." If anyone can tell me what this is referring to, I'd love to know. Yes, the stronghold has three potential entrances - though how the party might work out an undergroup, watery vent would work, I don't know. But they're adventurers, perhaps they assume it. But the party quickly determined that staying dry was important, so they took a tunnel dug by the goblin's pet badger into the abandoned pantry. And from the pantry, they exited into the... bedroom. WTF? [ATTACH type="full" alt="1702295898581.png"]338933[/ATTACH] Z8=Kitchen Z9=Pantry Z10=Bedroom This is just such bad editing. I changed it so Z9 entered into Z8, which made SO MUCH MORE SENSE. (Especially as the giant badger who dug the tunnel from Z9 to the outside is in Z8). Whereupon, the window in the west wall alerted the goblins to their presence, and soon it was a massive battle. With three CR 4 psi commanders joining in. (Two are standing guard on a parapet nearby; there's no way they wouldn't hear the disturbance and come to investigate). I did have a nice moment where one of the commanders didn't use his area of effect attack because it'd hit their pet badger! Which saved the characters for a round. But the badger ran for it, and he didn't miss with his next attack - that was every character staggered. Even with a bunch of rerolls due to the variant (playtest) inspiration rules I employ. (Yes, the commander got himself in the blast. He survived). From there, things went very badly, with two characters unconscious, including the frontline fighter. One of the commanders dragged him away as a prisoner, and the artificer used a fog cloud to help take the unconscious sorcerer to safety. Back down the tunnel! And that was it for the session. The fighter captive, and the other characters going back to Phandalin to hire help. I rather enjoyed the session, but some of the editing/writing could be a lot tighter here. We should have another session next week, but then we get hit by three skipped sessions in a row, as the Monday night falls on Christmas, New Year's, and the birthday of our Artificer's wife. So, see you next week before a gap? (I'll probably run some Cyberpunk RED for the other players on one or two of those occasions). Cheers, Merric [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
A playthrough of The Shattered Obelisk (spoilers)
Top